Hello, thank you.
I think you mean legsAnimator.LegsAnimatorAmount = 0-1
There are methods to trigger automatic fading, they’re inside LegsA.User.cs file, and these usage methods starts with “User_” like “legsAnimator.User_FadeToDisabled(float duration)”
Awesome, thank you. In regards to the feet finding the “ground level” too high, and Feet Y Offset not helping - what is the primary influence on this? Parent transform Y level? Root bone Y level? etc. Thanks
‘Feet Y Offset’ is pushing foot up, only when detects that it should be aligned on the ground, in the next update I will change how it works, because right now indeed it can be not intuitive to work with it.
As for now you can try checking if “Animation Floor Level” helps your case.
You can display this parameter here, and the greed/red scene gizmos identifies if algorithm interpreted current state as ungrounded/grounded foot state 
‘Ground Level’ which can be adjusted under gluing tab, is only affecting ground level margin for gluing detection.
Detecting if foot is touching ground or not is very tricky, often it really depends on the animations you use
(for example some idle animations has floating foots above ground just by fraction of unit, which is interpreted by algorithm as ungrounded feet state)
and in some cases this ‘Ground Level’ margin parameter can be helpful.
The default feet-to-ground level is defined basing on the scene pose of your character, which should be T-Pose. These default values are visible under Setup → IK → Select IK Leg Details → Internal Algorithm Parameters Correction → Ankle To Heel. But this value is feet local space vector value which can be hard to read or adjust.
I’m considering buying this product.
I have loop of navigation points and I move enemy from one point to another
by applying direction force to enemy rigid body. Using rigid body assures that one enemy
doesn’t overlap into each other, they can just touch. They can’t be at the same position in given moment.
Will this method work for Legs Animator?
Another question: is is possiblle with Legs Animator asset to enable full ragdoll mode, so the enemy
falls on floor as dead, when I shoot it. But without premade death animation.
You mean you use rigidbody.velocity for moving characters? Yes, it’s actually most recommended approach.
Legs Animator has special field to assign rigidbody : plugin will use rigidbody velocity values for helper calculations → which can improve automatic “gluing” detection.
If you mean Legs Animator animating falling body on the floor then no.
Legs animator only animates legs + hips : no full body.
If you mean making legs animator not conflict with ragdoll animations then you can just turn off legs animator when ragdolling character,
or if you use some active ragdoll plugin, you can use “Is Ragdolled” switch in Legs Animator to turn off it’s animating seamlessly.
Hello, just a general question. Can this Legs Animator along with some of your other packages like Tail Animator and Look animator work on mobile?
Yes it can. I recommend using URP render pipeline on mobile for better performance.
Thanks for the reply. I’m playing with it now, loving it!
By the way, are you familiar with playmaker? I’m wanting to trigger an impulse through a playmaker ‘call method’ but can’t access the impulse event, only the impulse settings. That or trigger it through an external script but I’m not a programmer ![]()
UPDATE: I found the DEMO_LegsAnim_TriggerImpact script. This helped me get it working.
Hello.
The plugin looks good and we are thinking of using it in our next project, but there is something that worries us. The description states that each leg has a performance impact similar to a character controller.
Our project is aimed at PC/consoles and will contain about 150-200 bipedal characters, at times. If the impact on performance is too great, it could limit us from including other features, perhaps more important than this one.
Based on your experience, we would appreciate an honest opinion on this.
Thank you.
In modules folder of this asset scripts are giving 57+ errors. All seems like this. I am not familiar with programming much. What is the fix
Assets\Assets\By FImpossible Creations\FImpossible Creations\Plugins - Animating\Legs Animator\Core\LegsA Control Modules\LAM_DirectionalMovement.cs(922,51): error CS0029: Cannot implicitly convert type ‘Variable’ to ‘FIMSpace.FProceduralAnimation.LegsAnimator.Variable’
Assets\Assets\By FImpossible Creations\FImpossible Creations\Plugins - Animating\Legs Animator\Core\LegsA Control Modules\LAM_DirectionalMovement.cs(900,29): error CS1061: ‘Variable’ does not contain a definition for ‘Editor_DisplayVariableGUI’ and no accessible extension method ‘Editor_DisplayVariableGUI’ accepting a first argument of type ‘Variable’ could be found (are you missing a using directive or an assembly reference?)
Assets\Assets\By FImpossible Creations\FImpossible Creations\Plugins - Animating\Legs Animator\Core\LegsA Control Modules\LAM_DirectionalMovement.cs(676,53): error CS1061: ‘Variable’ does not contain a definition for ‘GetFloat’ and no accessible extension method ‘GetFloat’ accepting a first argument of type ‘Variable’ could be found (are you missing a using directive or an assembly reference?)
These 4 scripts were giving errors. For now i just deleted this 4 scripts that were giving errors. Waiting for a fix in the future
Do you have a custom class called Variable in your project that isn’t inside a namespace?
Hello, sorry for late reply.
This is big number of characters, but will all of they be visible in camera and be close to the camera?
Plugin offers optimization options like disabling legs animator when object is outside camera view or far away from camera. You can also decide to disable legs animator raycasting to lower it’s cost for about 50% when characters are not yet close enough to the camera (plugin is not providing automation for it yet).
Feel free to download demos executable for pc/mobile on the bottom of store description, the last scenes are stress tests of 25, 50, 300, 400 legs animators running at once with different settings.
Hi, I don’t want Legs Animator Blend to animate my character’s legs when I rotate the character. If I disable Legs Animator Blends then it will not animate character’s legs, but character’s feet will float from the ground. I want the character to stand still while rotating. But I still need character’s feet to be properly placed on the ground. Is it possible to do this? Which source code should I look into?
Hello, sounds like you just need to disable gluing, under Motion → Gluing → Use Gluing
So there will be no leg attachement animations, but ground feet align will work.
What are some good settings for gluing that allows for sticking when not moving, but some percentage of blend when moving? I have been messing around with it, but I can’t ever seem to get fluid movement.
Hello,
Just wanted to say I really enjoy the plugin and its giving me both what I wanted and
somethings I didn’t even know I wanted.
Seems like whenever I come up to problem its solvable. Like I wanted a slightly wider gait without changing
animations. Turns out I could just toggle between 360 movement (a variant) modules. Great.
So , I heard your developing a fullbody procedural system ? Sounds good - I’m currently pairing the
leg animator with unity’s animation rigging for the upperbody. For the physical appearance I use this kit
Im trying to ape the “stumble” state in gta iv - would you consider building something in that vain when its all finished ? Anyways , its tall order - but if anything I might inspire you.
Great work ![]()
Hello!
I have a problem with raycasting (gun shooting) an animated character. Hitpoint is determined incorrectly if the leg animator is enabled.
How can i fix it?
You need to call physics.raycast during LateUpdate, otherwise you get transforms coordinates before legs animator changes.
Hello, thank you!
Well, I am completing Ragdoll Animator 2 which will be handling physical animating like this.
Full body animator will handle IK stuff rather than physics.

