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
-
objectWalkGaitParameters.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