In the Sections tab, click the plus button and enable Forward. Only the Idle state is active at first.
Idle and breaks
The Loop cell of the Idle column receives the idle animation. You can add breaks to it: animations that break up the routine of the loop, as many as you like.
- Delay: how long to wait before the first break.
- Interval: how long the character stays on Idle between two breaks.
Walk, run and sprint
Clicking a gait’s cell lets you choose between a clip, one separate animation per gait, and a Blend Space, a single slot that covers every gait. The video uses clips for walk, run and sprint.
Movement Settings and Autofill
At this point the character slides: its speed, acceleration and deceleration are not set. If Use Data Asset is unticked, these values come from the character’s Blueprint — useful for your own logic. Ticked, the plugin manages them in the Data Asset.
If your animations contain root motion, clicking Autofill automatically computes each gait’s speed, the acceleration of the starts and the deceleration of the stops.
With a Blend Space, or animations without root motion, the plugin cannot compute these values: enter them by hand.
Start animations
The plus button adds the Start row. It offers two modes. Additive plays an additive animation on the start, to give the character some inertia; Blend Out softens its exit, Pose Hold holds a pose before releasing it, and Weight sets the intensity.
Clip mode, used next, offers six slots per gait: forward on each foot, start to the left, start to the right, and turning back to the left and to the right.
With the Game Animation Sample, start the animations at 0.1 seconds: this removes the small gap at the beginning and makes the transition smoother.
Clicking Autofill again computes the acceleration: the character starts without sliding, in every direction.
Stop animations
The Stop row offers the same modes. In Clip, you assign the stop on the left foot and the right foot, for each gait. No need to define when the stop happens: thanks to root motion, the plugin detects when the character slows down and triggers the animation through distance matching. Autofill then computes the deceleration.
Root Yaw curve on the Start Forward clips
Forward starts need a curve so the character turns right from the start. By default this curve is called Root Yaw. It stays at 0 while the character is standing still, then goes above 0 when it starts running: from that point on, it can turn towards the requested direction.
Copy it into every Start Forward animation, for each gait and each foot.
Pivots
The Pivot row handles sharp changes of direction, at 90 or 180 degrees. The link icon lets you reuse the same animation for both feet.
- 180° pivots: with root motion, the plugin finds the right moment on its own from the deceleration.
- 90° pivots: the speed stays constant, so you have to set the pivot’s timing yourself (about 0.9 in the video).
- Blend Time: specific to each pivot. At 0, the Phase Blend Time from the Blends section applies; a smaller value gives a sharper turnaround.
- Pivot Acceleration, in the Movement Settings: the acceleration on the way out of the pivot. At 0, the base acceleration is used.
Gait Transitions
Gait Transitions play an animation between two gaits. Each column is the target gait: under Run, the transition that leads into the run. With root motion, the plugin predicts the right moment from the change in speed; without root motion, set a Start Position.
The Gait Acceleration/Deceleration setting in the Movement Settings defines an acceleration and a deceleration specific to these transitions. Left at 0, it uses each gait’s own values.
Turn In Place
Turn In Place only exists in the Idle column. It offers eight slots: 45, 90, 135 and 180 degrees, left and right. With only the 90 and 180 degree animations, the plugin interpolates 45 and 135.
Start Freeze Time avoids the slight drift when turning: the character stays still for a brief moment, long enough to know whether the player wants to turn on the spot or move ahead. At 0.2 seconds, releasing the key before that delay plays a Turn In Place. This delay only applies when heading off in another direction.
Nothing is mandatory: you only enable the states you need.