animator

Plays skeletal animation on a rigged character mesh. clip "auto" picks idle, walk, jog or sprint from how fast the object moves.

In scene text

animator { clip "…"  speed 1  facing 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 19

FieldTypeUnit / rangeWhat it does
cliptext—A clip in the model (e.g. "Pistol_Shoot", "Death01"), or "auto" for locomotion.
speednumber0 … 10Playback rate (1 = normal).
facingnumberdeg, -360 … 360Turn added to the model so it faces the object's forward (-Z); glTF characters usually need 180.
looptrue / false—Repeat the clip; off plays it once and holds the last frame.
librarymesh—A rigged model whose animations this character borrows (retargeted to its skeleton), e.g. "Characters/Mannequin.glb", or "auto" for the project's clip library (the Mannequin when present). Empty: its own.
expressiontext—Face: neutral, smile, frown, anger, fear, surprise, disgust, pain, effort, eyes_closed (characters with face shapes; blinks and eye movement are automatic).
expression_intensitynumber0 … 1How strongly the expression shows.
uppertext—Upper-body layer over the legs: a clip, or "pistol" for aiming poses that follow where the character looks. Empty: whole body plays clip.
matchingtrue / false—Motion matching for locomotion (clip "auto", standing up; off by default): instead of choosing the gait from the measured speed, it searches every pose sample of the model's idle/walk/jog/sprint, and of the motion capture in Assets/Motion aimed at the model (starts, stops, runs, turns), for the one nearest the current pose and the path the character wants (from its controller), and blends to it on the same step. Feet stay locked as with the gait table.
air_cliptext—
glide_cliptext—
climb_cliptext—
clothlist of text—Garments simulated as real cloth (they swing when walking and turning, settle when still, stay outside the legs and body): material names or parts of them, e.g. ["elegantsuit"] or ["skirt", "coat"], or ["all"]. Pinned automatically where they lie on the body (waist, shoulders, collar); hems, skirts and coat tails swing. Empty: clothes move with the skin.
stateslist of text—The animation state machine (kit_playbook animation; anim_graph sets, checks and proves it). States "name key=value...": clip (default the state's name; "auto" = the locomotion blend by speed: idle, walk, jog, sprint), layer=upper (over the legs' locomotion), move=jab (a combat move: its move_hitbox hit windows), blend=speed:Idle_Loop@0,Walk_Loop@1.4,Jog_Fwd_Loop@3.5 (a blend space; two params: blend=right,forward:Clip@x/y,...), loop, speed, priority, cancel=6-14 (frames the next press may chain in: combos), then=idle, lock: ["locomotion clip=auto", "light1 move=light1 cancel=10-18", "light2 move=light2 cancel=10-18", "hurt clip=Hit_Chest priority=20 then=locomotion"].
transitionslist of text—Checked in order, the first that holds and may interrupt wins: ["locomotion>light1 on attack", "light1>light2 on attack", "light1|light2>locomotion done", "*>hurt on hurt", "locomotion>wave on wave"]. on TRIGGER (a buffered press: self.anim.fire("attack")), if PARAM OP VALUE, done, after SECONDS, blend=SECONDS (its cross-fade; default 0.25). Built-in params: speed, forward, right, direction, grounded, crouch, aim_pitch, acting, dead.
starttext—
paramslist of text—Starting params: ["armed=1"]. Scripts: self.anim.set("armed", 0).
buffernumbers, 0 … 2How long a press waits to be taken (input buffering: a combo press early in a swing still chains).
fpsnumber1 … 240Frames a second for cancel windows (a move= state counts its move_hitbox frames).
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