> 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/stances.md).

# Stances

<figure><img src="/files/UA1ctZomdV99hdKk6gDL" alt=""><figcaption></figcaption></figure>

## Overview

Stances are integer Identifier values used to activate Animations Set on a Character.&#x20;

For example, the Animal can enter a Combat Stance and the Idle animations will change for Combat Idle; or the animal can enter a Sneak Stance Locomotion animations

{% hint style="success" %}
You can check all the available **Stances IDs** in the [**IDs** ](/animal-controller/scriptable-architecture/scriptables/scriptable-ids.md)section. You can create your own too
{% endhint %}

## Animator

Stances Require the Stance Animator Parameter on the Animal Animator Controller.

You can have multiple Locomotion States and use them depending on the Current Stance

<figure><img src="/files/oU2tV0fVxcCGMUdqERlz" alt=""><figcaption><p>The Raccoon has multiple stances</p></figcaption></figure>

The Condition for the Transitions are: **Stance = StanceID**

![](/files/-M5DehNufX-cHkyK66Ir)

## Parameters

### Default Stance

Default Stance the Animal will return to in case the function **Stance\_Reset()** is called.

### Current Stance

Which stance is currently active stance

## Stance List - Additional Options

<figure><img src="/files/qEqeieFFXNimLWcgc5Nl" alt=""><figcaption></figcaption></figure>

### Enabled

Toggles whether or not this stance is enabled

### Input

What is the unique input to activate this stance?

### Cooldown

Once the stance has exited, this is the time that needs to elapse before the stance can be activated again.

### Exit After

If the stance has started, it cannot exit until this time has passed.

### Persistent

If togged on, no other stances can be enabled whilst this is on.

### Active Only

If toggle on no other stance can be enabled, except the Default stance.  Exit using **Stance\_Reset()**

### Can Strafe

Does the stance allow strafing? E.g. in a combat stance, you can strafe move.

### States List

All the states the stance can be activated. By default, it's set to all states.

### State Queue List

If a stance was activated on a State that is not included on the **State List**, it will be queued until a valid state is active. Then the stance will be ready to be activated.&#x20;

### Disable Stances

A list of different stances to block activation of, whilst this stance is active. E.g. if Wounded Stance is active you can disable the Happy Stance.

## Stances - Events

{% hint style="info" %}
These are located in the events tab of the Animal component
{% endhint %}

<figure><img src="/files/QXsLAAgbFuKRldQSVN5c" alt=""><figcaption></figcaption></figure>

### On Stance Change

Invoked when the stance changes to another. The event parameter is the ID (int value) of the Stance

### \[On Enter]/\[On Exit] Stance

This are events Invoked when the Current Stance value changes. Useful to modify the Animal Logic when a new stance is set.
