Class WalkGaitParameters.RunBlendGroup

Namespace
CodeSmile.AnyMotion.AnimateYourself.Gait
/
Assembly
ApiSource.dll

Walk/run speed blend: the "fully running" endpoint for the handful of fields that actually differ between walking and running (WalkGait.Run()'s own preset note). Ground, Slope, LookAt, Irregularity, Asymmetry and Knees are shared, read unchanged from the rest of WalkGaitParameters regardless of blend weight, so there is exactly one place to keep those in sync rather than two full duplicated presets that could drift apart on settings that have nothing to do with running. StanceFraction is the only accessor that already centralises Duty Factor for every reader (its own doc comment: "never from Parameters directly") — the blend piggybacks on that same accessor, plus equivalents for Step Length and Torso Lean; all four live on GaitContext, which is what carries the blend weight into the pose evaluation. DynamismMultiplier is different in kind from those three: rather than one more individually-overridden target field, it scales several existing Pelvis/Head/Arms amplitudes together, so "more dynamic running" does not need a new override field added here every time another amplitude turns out to want it too — see its own tooltip and GaitContext.EffectiveDynamism.

[Serializable]
public sealed class WalkGaitParameters.RunBlendGroup
Expand Details ...
Inheritance
object
WalkGaitParameters.RunBlendGroup

Fields

BlendDuration

[Tooltip("How quickly the change between walking and running is allowed to happen, in seconds. This is a speed limit on the change rather than a fixed duration: a character that keeps accelerating keeps changing. 0 switches instantly, with no transition.")]
[Range(0, 2)]
public float BlendDuration

Field Value

float

DutyFactor

[Tooltip("Duty Factor while fully running, mixed with the Duty Factor under Timing as speed rises. Below 0.5 there is a moment with both feet off the ground, which is what makes a run read as a run rather than a fast walk.")]
[Range(0.25, 0.95)]
public float DutyFactor

Field Value

float

DynamismMultiplier

[Tooltip("Scales hip bounce, hip sway, head bob and arm swing together while fully running, so running looks more energetic without changing each of those settings by hand. 1 keeps them exactly as set for walking.")]
[Range(0.5, 3)]
public float DynamismMultiplier

Field Value

float

MaxSpeed

[Tooltip("At or above this speed, in metres per second, the character is fully running. Between this and Min Speed the walking and running settings are mixed.")]
[Range(0, 12)]
public float MaxSpeed

Field Value

float

MaxStepsPerSecond

[Tooltip("At or above this many steps per second the character is fully running. Used instead of Max Speed when Derive Cadence From Speed is off.")]
[Range(0, 6)]
public float MaxStepsPerSecond

Field Value

float

MinSpeed

[Tooltip("At or below this speed, in metres per second, the character is fully walking. Used when Derive Cadence From Speed is on.")]
[Range(0, 12)]
public float MinSpeed

Field Value

float

MinStepsPerSecond

[Tooltip("At or below this many steps per second the character is fully walking. Used instead of Min Speed when Derive Cadence From Speed is off.")]
[Range(0, 6)]
public float MinStepsPerSecond

Field Value

float

StepLength

[Tooltip("Step Length while fully running, as a fraction of leg length, mixed with the Step Length under Legs as speed rises. Raising it also widens the leg swing automatically.")]
[Range(0, 2)]
public float StepLength

Field Value

float

TorsoLean

[Tooltip("Forward lean of the upper body while fully running, in degrees, mixed with Lean under Torso as speed rises.")]
[Range(-60, 60)]
public float TorsoLean

Field Value

float