> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/main-components/manimal-controller/general/pivots.md).

# Pivots

## Overview

The Pivots are local points on the controller that are used for raycasting when needed.

![](/files/-LzjJ5roMHJEGsm7D_l1)

&#x20;By Default 3 pivots are created when adding a new animal component: the **Hip**, **Chest** and **Water** Pivot (used for swimming).

{% hint style="danger" %}

## Hip and Chest Pivot length/multiplier must touch the surface and go even a little further, so the animal can always find the ground.&#x20;

{% endhint %}

![](https://lh5.googleusercontent.com/EJjd8PtGyGMLll30Qg0g_OETKOTElQgs3UGzbIXpebRX9GYpzpiwBxUoC7LyviX24CXVdNPDg3sfcUvAKdqgQU7nykfLpuEzDlpnfcIs_BpjLprWwzFq48KIblLQPylQAColXqFj)

{% hint style="info" %}
The **Hip** and **Chest** pivots are in charge of aligning the animal to the ground, also to know when the animal is **Grounded**.
{% endhint %}

{% hint style="success" %}
&#x20;**Hip** & **Chest** pivots are **required** when your creature is **Quadruped**. If your creature is **Bipedal(Humanoid)** you can use one of the **Hip** or **Chest** pivots.
{% endhint %}

## **Parameters**

#### **Name:**

Name of the Pivot.

{% hint style="danger" %}
This value is **string sensible.** for example **Hip** and **Chest** are used by the Animal, and it must have the exact name.
{% endhint %}

&#x20;The second Row of parameters has a **menu button** to change which of the next parameters for the pivots are shown:

![](https://lh4.googleusercontent.com/8ggYB90Zkyd63rRtedRJl9yYNmt-XDngA2ej2GOkZVQ--vfDzP3iMBOCXGh3iOjVuXifxtTAvvMVrpF-DBgiynS2EcIArJwouaT0HmPvHZvNfBKVYDInGya1VLwh4D0XOccLjqyN)

#### **Position:**

The local position of the Pivot relative to the Animal. For example, The **Hip** pivot must be set between the back feet and at the same height as the pelvis bone. The same goes for the **Chest** pivot: Same height as the pelvis bone but set between the front feet.

#### Direction:

Local Direction of the Pivot. By default is set t&#x6F;**`Vector3.Down`**,  but you can set it to the direction you want. &#x20;

#### **Pivot Color:**

Color displayed on the scene for the pivot. This is purely for the Editor. It does not have any purpose for a build game.

![](/files/-LzjNv0bwH_J0CElTv-K)

**Multiplier:**

This value is the length of the Pivot.  That is used to set the length of the ray for the raycasting used on the controller.

#### Edit Mode \[ • ]

The tiny button on the right side allows you to manually modify the position of the pivot on the scene window.

![](https://lh4.googleusercontent.com/F3ZdnBqtTuc8VXLdx-PNYCrAkhY9m5LDVhdnhxo-lNftJNFIs0YPMy640liIlTfmyjCsUPklJvQw_BzT7OecmcYQh9BsTcJosIU1IETKnphnzfPSgQMvuGEe6WPiX7MYuhYjA47Y)

{% hint style="warning" %}
If you use only the **Hip** pivot, the animal will align to the terrain using only a pivot.
{% endhint %}

## Humans

{% hint style="info" %}
If you use only the **Chest** pivot, the animal will **NOT** align to the terrain..  (Useful for Raptors, Birds,  Ostriches and **HUMANOIDS**)
{% endhint %}

![](/files/KFVKKpjcnJgT5DXYjUGB)
