Creature Kit v1.1 Procedural Creature Creation for Unity
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    Beast Animation

    Creature Kit Beast animation can be driven from Unity scripts through the BeastAnimator component.

    This section is written for application developers. It explains how to use the animation API from gameplay or tool scripts, without depending on the internal Beast implementation.

    The animation system has two complementary levels:

    • Channels animate one part family directly, such as eyes, ears, body, head, legs, tail, mouth, or neck.
    • Clips play a creature action, such as Idle, Walk, Rush, Search Run, Wait, Stunned, Takeoff, or Landing, and internally drive several channels together.

    Use channels when your application wants direct control over expressive parts. Use clips when your application wants to trigger a complete creature action.

    In This Section

    • Animation Concepts
    • Channel Animation
    • Clip Animation
    • Runtime Integration
    • No-Code Integration
    • Animation Examples

    Main Runtime Entry Point

    Most application code starts from a BeastAnimator component:

    using CreatureKit.Beasts.Animation;
    using UnityEngine;
    
    public sealed class BeastAnimationExample : MonoBehaviour
    {
        [SerializeField] private BeastAnimator animator;
    
        private void Update()
        {
            if (animator == null)
                return;
    
            animator.AnimateEyeLookSideToSide(
                weight: 1f,
                yawDegrees: 8f,
                pitchDegrees: 0f,
                cyclesPerSecond: 0.8f,
                phaseOffset: 0f);
        }
    }
    

    For the complete method list, see the generated API page for BeastAnimator.

    For Unity Animation Clips, Timeline, Unity Events, and Visual Scripting, see the generated API page for BeastAnimationBridge, which lists all no-code clip controls and animatable channel pose properties.

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