Animal Controller
📥 Integrations📑 Changelog✅Social
  • 🤝Welcome to Malbers Animations Assets
  • 🌐Discover all my Assets
  • 💫What's New
  • 🌀Upcoming assets
  • 📋Changelog
  • ↗️Upcoming Changelog
  • 🛣️Road Map
  • ✍️End User Licence Agreement
  • 🌟Features
  • Improve Performance Tricks
  • 😓Know Limitations so far
  • 📥Downloads
  • QuickStart
    • 📖Guide to use All Malbers Assets with (AC)
    • 🔼Upgrade to URP
    • 🔼Upgrade to HDRP
    • 💔Common Issues
    • 🔔Tips and Tricks
  • Guides and Tutorials
  • 📺YouTube Tutorials
    • 📺Video Tutorials (On Queue)
  • 📱Mobile Setup Guide
    • Mobile Joystick
  • 🧐How to: Animal Controller
    • 🔹Play a Mode while Moving
    • 🔹Create and configure a new mode
    • 🔊Adding Sound Effects
    • 🔹Rebone Mesh Tutorial (Skin Mesh is Missing)
    • 🔹Add Movement with Non RootMotion Animations
    • 🔹Fetch a ball
    • 🔹Set up Timeline
    • 🔹Make Animal flee when see the animal Player
    • 🔹Animal Controller for Humanoids
    • Create a Shootable Weapon From Scratch
    • ⚔️How to Fix weapons offset and values (Bow, Pistol)
    • ✨Add a Effect to the Effect Manager
    • 🕹️Connect Inputs to the Controller
    • Modify the controller with a Stat
    • Use the Modify Stat Component
    • 📡Use a MEvent and MEvent Listeners
    • 💎Change from Faceted to Smooth poly art Animals
    • ⁉️Listen when an Mode starts or ends
  • 🐎How to: Horse Animset Pro
    • 🐴Call the Mount
    • 🤠Change Meshes for the Rider
    • 🏇Make any animal mountable
  • 🕺Strafing
  • Main Components
    • 🐺MAnimal Controller
      • General
        • Pivots
      • Speeds
      • 🔷States
        • 🕴️Idle
        • 🏃‍♂️Locomotion
        • 🌠Fall
        • 🤾‍♀️Basic Jump
        • 🤾‍♂️Root Motion Jump
        • 🐟Swim
        • 🐊UnderWater
        • 🧗‍♂️Climb
        • 🧗‍♂️Ledge Grab
        • 🦅Fly
        • 🪂Glide
        • 🧗Wall Run
        • 🧗Wall Run Vertical
        • ⛷️Slide
        • ☠️Death
        • ☠️Death Ragdoll
        • 🆕Creating a new State
      • 🟩Modes
        • 🟩Mode Behavior
        • 🟩Mode Sequence
      • 🅾️Stances
      • Advanced
      • Animal Modifiers
      • Events
      • Debug
      • Animal Animator Behaviors
      • Methods and Properties
    • 🎮Malbers Input & MInput
      • Methods and Properties
    • 🤖AI
      • AI Animal Control
      • MWayPoint
      • Wander Area
      • AI Target
      • Animal Brain
        • AI States
        • Tasks
          • General - Chance
          • General - Empty
          • General - Invoke Event
          • General - Send Message
          • General - Play Audio
          • General - Quick Align
          • General - Reaction
          • General - Set Look At Aim
          • General - Set Stat
          • General - Wait
          • Animal - Set Speed
          • Animal - Play Mode
          • Animal - Set/Play State
          • Animal - Set Stance
          • Animal - Set Strafe
          • Movement - Move Stop
          • Movement - Patrol
          • Movement - Set Destination
          • Movement - Set Target
          • Variables - Set Var Listener
          • Weapons - Weapon Tasks
        • Decisions
          • General - AND
          • General - Check Stat
          • General - Compare Stats
          • General - Look
          • General - OR
          • General - Is Task Done?
          • General - Wait
          • Movement - Has Arrived
          • Movement - Check Target
          • Animal - Check Mode
          • Animal - Check Stance
          • Animal - Check State
          • Variables - Check Scriptable Variable
          • Variables - Check Transform Var
          • Variables - Check Var Listener
          • Runtime Set - Is Target in Runtime Set
      • 📌Point Click
    • 🧨Reactions
    • 📶Combo Manager
    • ⚔️Weapon Manager
      • 🛡️MWeapon [General] Properties
      • 🛡️MWeapon [Damage] Properties
      • 🛡️MWeapon [IK] Properties
      • ⚔️MMelee
      • 🔫MShooteable
      • 🏹Bow
    • 〰️Path Constraint
      • 〰️MPath
      • 〰️Path Link (Straight)
      • 〰️Path Link (Cinemachine Path)
      • 〰️Path Creator(Sebastian Lague)
    • Speed Ground Changer
  • Scriptable Architecture
    • 💠Scriptables
      • 🔹Bool Var
      • 🔹Int Var
      • 🔹Float Var
      • 🔹String Var
      • 🔹ValueToString
      • 🔢Variable Listeners & Comparers
      • 🔰IDs
      • 🎫Tags
      • 🪝Transform Hook
      • 📣MEvents
      • 📣MEvent Listener
      • 📦Runtime gameobjects
    • 🔤MLocal Variables
  • Secondary Components
    • ⚔️MDamager
      • 🐾MAttack Trigger
      • 🐾Attack Trigger Behavior
      • 🏉MProjectile
      • 🏹Projectile Thrower
      • 🤯MExplosion
    • 🤕MDamageable
    • 🧊Zones
      • Public Methods
    • ✊Pick Up - Drop
    • ✊Pickable
    • 🚩Respawner
    • 🚩Respawner NPC
    • 🚩Simple Respawner
    • 🏁CheckPoint
    • IK Manager
      • IK Processors
      • Weight Processors
  • Global Components
    • 🧡Stats
      • 🔸Stat Modifier
      • 🔸Modify Stat <Component>
      • 🔸Modify Stat <Asset>
      • 👨‍💻Public Methods
    • Animator Behaviours
      • Message Behaviour
      • Random Behaviour
      • Is Kinematic Behaviour
      • Sound Behaviour
      • Rigid Constraint Behaviour
    • 🟩Trigger Proxy
    • 🔌Interactable
    • ⚡Interactor
    • ⁉️Conditions
    • 🎥Free Look Camera
    • 🎥Cinemachine
    • UI
      • Unity Utils
  • Riding System (HAP)
    • Horse Animset Pro (HAP) Riding System
    • The Art of (HAP)
    • Mount
      • Methods and Properties
    • MRider
      • Methods and Properties
    • Mount Triggers
    • Mount Points
  • Utilities
    • Material Changer
    • Active Meshes
    • Effect Manager
    • Effect Behavior
    • Animator Event Sounds
    • Blend Shapes
      • Blend Shape Preset
    • Look At
    • 🏹Aim
    • 🎯Aim Target
    • 🎯Lock On Target
    • 🐾Steps Manager
    • 🐾Step Trigger
    • 🔗Mode Align
    • 🔗Aligner
    • Component Selector
    • MAnimalAnimatorSync
    • Multiple Time Checker
    • MAnimalAnimatorSync
  • Annex
    • 🗃️Integrations
      • General HAP Integration
      • Rewired
      • Invector Templates
        • Invector Weapon Settings
      • Animals Controller + Invector
      • Ootii's Motion Controller
      • Opsive Ultimate Character Controller (UCC 3.03)
      • Opsive Ultimate Character Controller (UCC 3.08) Generic
      • AStar Pathfinding
      • Unity Input System (NEW)
        • New Input Link [Old Versions]
      • Game Creator
      • Game Kit Controller
    • Contact
    • 🤔FAQ
    • Refund Policy
  • Games using Malbers Animations
  • Interfaces
    • IAITarget
    • IWayPoint
    • IAIControl
    • IAim
    • IAlign
    • IGravity
    • IInteractor
  • ULTIMATE SELECTOR
    • Overview
    • Selector Manager
    • Selector Editor
    • Selector Controller
    • Selector Item
    • Selector UI
    • Selector Data
    • Changelog (Selector)
  • 🎒Malbers Inventory Add-On
    • Overview
      • Compatibility Matrix
      • Roadmap
      • Update Notes
  • Updating from v1.1.1 to v1.2 Instructions
  • Basic Setup Instructions
    • Creating a new Item
      • Adding Buffs/Debuffs to Items
      • Setting up Item Reactions
      • Custom Rarities
    • Setting up Item/Inventory Types
    • Set up the Pick/Drop Component
    • Setting up the Notifications
    • Setting up the Item Info panel
  • Inventory Set
    • Events
  • Inventory Master
  • Notification Manager
    • Notification Child
    • Events
  • Save/Load System
  • Item Spawner
  • Storage Chests
    • Chest Inventory
    • Chest Inventory UI
  • Using Armour
  • Shop System
    • Shop
    • Shop UI Manager
  • Cooking System
    • Create a new Recipe
  • UI Manager
  • Hotbar
Powered by GitBook
On this page
  • Overview
  • Parameters
  • Speed Set List
  • States
  • Stances
  • Indexes
  • Start Index
  • Top Index
  • Sprint Index
  • Backwards Speed Mult (Multiplier)
  • Rootmotion
  • Rootmotion Pos(Position)
  • Rootmotion Rot(Rotation)
  • Lock Speed
  • Lock Speed
  • Lock Index
  • Free Movement Lerp Values (For Flying/Gliding/Underwater etc)
  • Pitch Lerp On
  • Pitch Lerp Off
  • Bank Lerp
  • Limits
  • Speeds
  • Speed Name (Click on the Header!)
  • Vertical Speed
  • Position
  • L (Position)
  • Rotation
  • L (Rotation)
  • Animator
  • L (Animator)
  • Strafe
  • Strafe(L)

Was this helpful?

  1. Main Components
  2. MAnimal Controller

Speeds

PreviousPivotsNextStates

Last updated 2 years ago

Was this helpful?

Overview

Speed Set are modifications you can do to the original animation, to increase or decrease movement, rotation, or animation speed. They are linked to the so you can have different speeds when the animal is in the locomotion state, while flying or swimming, etc.

If your Character Animations are NOT RootMotion (In Place), you definitely need to modify the Speed Position and Rotation values for each Speed Set.. otherwise, they won't move or rotate.

Parameters

Speed Set List

You can create or remove Speed Set by clicking on the + or - button on top right corner of the list

States

Each Speed Set needs States.. that allow the Speed Set to be active when any of those states are active.

For example, the Ground Speed Set is Active when the Animal is in the Idle or Locomotion state.

Stances

Speed can also be filtered by stances. E.g. the Sneak Speed is using the Idle and Locomotion States but it also needs the Stance Sneak to be Active too. This SpeedSet will have more priority than the regular Ground Speed. Which doesn't need any stance.

Indexes

Start Index

It sets which Speed the Controller will start. This value is the Index for the Speed Modifier List, Starting the first index with (1) instead of (0). E.g. If Walk is the First Speed Modifier then the Start index should be set to 1.

Top Index

Set the Top Index Limit the Speed can change.

For example in case of the Horse it has 5 Speeds

But when increasing speeds, it can only go up to Gallop (4) since the Sprint is use only when the Sprint Input is active.

Sprint Index

Sets the index value of the sprint speed

Backwards Speed Mult (Multiplier)

Sets the speed multiplier for going backwards

Rootmotion

Rootmotion Pos(Position)

Sets the multiplier for the speeds position - set this to 0 if not using rootmotion

Rootmotion Rot(Rotation)

Sets the multipler for the speeds rotation - set this to 0 if not using rootmotion

Lock Speed

Lock Speed

Lock the speed set to a certain value - useful for endless runner games where you only want the character to run at one speed

Lock Index

What to lock the speed to if Lock Speed is toggled TRUE

Free Movement Lerp Values (For Flying/Gliding/Underwater etc)

Pitch Lerp On

Lerp value used to activate the Free Movement

Pitch Lerp Off

Lerp value used to deactivate the Free Movement

Bank Lerp

Lerp value used for banking on Free Movement

Limits

Limits are a set of States and Stances that will be able to use the Speed Set. By default, it will be empty to be sure to set here what States and Stances you want the speed set to use. E.g. If you have an underwater speed set and only want underwater to use it, you set it here.

Speeds

Speed Name (Click on the Header!)

Sets the Speed Modifier Name.

Vertical Speed

Set the Vertical Multiplier for the Animator Vertical Parameter. You can check the Locomotion Blend Tree on any animal to see the Vertical value used to change the Animation on each Speed.

Position

Modifies the Movement speed of the Character. If the animations are RootMotion(RM): it will add more movement on top of the animation's RM movement. This may cause a sliding effect.

If your Animations are In Place (IP), INCREASE the Position value so the character can move

Left: Position = 0 (Only using RM movement) Right: Position = 10 (Movement added to the RM)

L (Position)

Lerp value for changing between position speeds. Higher values: more responsiveness. Zero value removes completely the smoothness

Rotation

Modifies the Rotation speed of the Character. If the animations are RootMotion(RM): it will add more rotation on top of the animation's RM rotation. This may can cause sliding effect.

If your Animations are In Place (IP), INCREASE the Rotation value so the character can Turn

Rotation = 0 Rotation = 60

L (Rotation)

Lerp value for changing between rotation Speeds. Higher values: more responsiveness. Zero value removes completely the smoothness

Animator

Modifies the Animator's Speed of the character while Moving. Default Value (1)

L (Animator)

Lerp value for changing between Animation Speeds. Higher values: more responsiveness. Zero value removes completely the smoothness

The SpeedModifier on the Animator controller is the parameter that receives the Animator speed value.

Strafe

Strafe Movement Position. Add Additive Position to your Strafe Animations in case they are not Root Motion.

Strafe = 3 Strafe = 10

As a recommendation using InPlace Strafe animations works better than RootMotion Strafe Animations.

Strafe(L)

Lerp value for Strafing - Higher value means more responsiveness. Zero value removes completely the smoothness

Each Speed Set has a list of Speed Modifiers to add extra control of the movement and rotation of the character while is on a specific .

Lerp Rotation = 139

🐺
State
States