481 lines
14 KiB
Markdown
481 lines
14 KiB
Markdown
# Writing Animator Scripts in Rhai
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A practical guide to writing `.rhai` files that generate Unity Animator Controllers.
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## Quick Start
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Create a file called `avatar.rhai`:
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```rhai
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let aac = AnimatorAsCode();
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aac.system_name("MyAvatar");
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aac.asset_key("AAC_");
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let speed = aac.float_param("Speed", 0.0);
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let ctrl = aac.new_controller();
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let base = ctrl.layer("Base");
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let idle = base.state("Idle", 0, 0);
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let walk = base.state("Walk", 1, 0);
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let idle_clip = aac.clip("idle_anim");
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idle_clip.looping(true);
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idle_clip.toggle("Body/Props", true);
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idle.set_clip(idle_clip);
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idle.transition_to(walk).when(speed > 0.1).no_exit_time().duration(0.25);
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```
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Open **Tools > Animator As Crab** in Unity, point it at this file, pick your controller and
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animator root, and hit Generate.
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## How Scripts Are Structured
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Every script follows the same pattern:
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1. **Create the context and set metadata** — `AnimatorAsCode()`, `system_name`, `asset_key`.
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2. **Declare parameters** — floats, ints, bools. These become the controller's parameters.
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3. **Create the controller and layers** — one controller, one or more layers.
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4. **Declare clips and blend trees** — the motions your states will use.
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5. **Create states and assign motions** — place them on the grid.
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6. **Wire up transitions** — conditions, timing, interruption settings.
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The order within each group matters (parameters before layers, clips before states that use
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them), but the groups themselves can be interleaved freely — you can declare a clip right before
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the state that uses it, or batch all clips at the top.
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## Parameters
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Parameters are the knobs your animator exposes at runtime. Declare them early — layers and
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transitions reference them by name.
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```rhai
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let speed = aac.float_param("Speed", 0.0); // FloatParam, default 0.0
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let gesture = aac.int_param("Gesture", 0); // IntParam, default 0
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let is_sitting = aac.bool_param("IsSitting", false); // BoolParam, default false
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```
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You get typed handles back. The same handle is used both in transition conditions and as blend
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tree parameters — the type is enforced at validation time, not at declaration time.
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Duplicate names are rejected immediately with a clear error.
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## States and Grid Position
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States live on a layer. The last two arguments are the `(x, y)` position in Unity's animator
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graph editor — purely cosmetic, but useful for keeping things organized:
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```rhai
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let idle = base.state("Idle", 0, 0); // top-left
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let walk = base.state("Walk", 1, 0); // one column right
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let run = base.state("Run", 2, 0); // further right
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```
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State names must be unique within a layer (including across sub-state machines).
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## Clips
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### Generated Clips
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Create a clip, configure it, then assign it to a state:
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```rhai
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let idle_clip = aac.clip("idle_anim");
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idle_clip.looping(true);
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idle_clip.keyframe("Body/Hand", "m_IsActive", 0.0, 1.0);
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idle_clip.blend_shape("Face", "Smile", 0.0, 0.0);
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idle_clip.blend_shape("Face", "Smile", 1.0, 0.8);
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idle.set_clip(idle_clip);
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```
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Clip names must be unique across the entire script.
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### Keyframes
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Keyframes are always linear (tangents are zero). You add them by specifying a path, a property,
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a time, and a value:
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```rhai
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clip.keyframe("Body/Hand", "m_IsActive", 0.0, 1.0);
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clip.keyframe("Body/Hand", "m_IsActive", 1.0, 0.0);
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```
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Multiple keyframes on the same curve are sorted by time automatically — the order you write
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them doesn't matter.
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### Toggles
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The most common pattern: turning a GameObject on or off. `toggle` is a shortcut that writes a
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two-keyframe constant on `m_IsActive`:
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```rhai
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clip.toggle("Body/Props", true); // enable at frame 0, hold
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clip.toggle("Body/Props", false); // disable
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```
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### Blend Shapes
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Animate a blend shape weight:
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```rhai
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clip.blend_shape("Face", "Smile", 0.0, 0.0); // start at 0
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clip.blend_shape("Face", "Smile", 1.0, 0.8); // end at 0.8
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```
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### Curve Targets
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The generator infers the Unity component type from the property name:
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| Property | Component |
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| --- | --- |
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| `m_IsActive` | `GameObject` |
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| `blendShape.*` | `SkinnedMeshRenderer` |
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Any other property name is rejected. If you need a different component type, extend
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`infer_target` in `rust/src/graph.rs`.
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## Animation Store
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If you already have `.anim` files in your project, you can use them instead of generating clips
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from scratch:
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```rhai
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let store = aac.AnimationStore("Assets/Doloro/Clips");
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let walk = store.clip("Walk"); // loads Assets/Doloro/Clips/Walk.anim
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```
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The `.anim` extension is optional — `store.clip("Walk")` and `store.clip("Walk.anim")` resolve
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to the same asset and produce the same clip.
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### Editing Store Clips
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Store clips are starting points. Anything you write on them — looping, keyframes, toggles — is
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applied to a **clone**. The original asset is never modified:
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```rhai
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let walk = store.clip("Walk");
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walk.looping(true); // override the clone's looping
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walk.toggle("Body/Props/Umbrella", true); // add a keyframe on the clone
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```
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A store clip with no `looping(...)` call keeps the source asset's own looping setting.
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### Using Store Clips
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Store clips work exactly like generated clips everywhere:
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```rhai
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walk_state.set_clip(walk); // assign to a state
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locomotion.add_motion(walk, 0.0); // add to a blend tree
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```
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### Subfolders
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Store paths can contain subfolders. The folder argument to `AnimationStore` and the clip name
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are joined directly:
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```rhai
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let props = aac.AnimationStore("Assets/Doloro/Clips/Props");
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let umbrella = props.clip("Weapons/Umbrella");
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// → Assets/Doloro/Clips/Props/Weapons/Umbrella.anim
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```
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### Missing Assets
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If a store clip references an asset that doesn't exist, you'll get a clear error at generation
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time — not a silent failure.
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## Blend Trees
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Blend trees mix multiple clips (or other blend trees) based on parameter values.
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### 1D Blend Tree
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The simplest kind — one parameter controls which clip plays:
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```rhai
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let locomotion = aac.blend_tree("locomotion");
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locomotion.simple_1d(speed);
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locomotion.add_motion(idle_clip, 0.0); // speed 0 → idle
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locomotion.add_motion(walk_clip, 2.0); // speed 2 → walk
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locomotion.add_motion(run_clip, 5.0); // speed 5 → run
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```
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The thresholds define the blend points. Unity interpolates between them.
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### 2D Blend Trees
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Two parameters control a 2D blend space:
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```rhai
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let strafe = aac.blend_tree("strafe");
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strafe.freeform_directional_2d(speed, vertical);
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strafe.add_motion(forward_clip, 0.0, 1.0); // (x, y) threshold
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strafe.add_motion(back_clip, 0.0, -1.0);
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strafe.add_motion(left_clip, -1.0, 0.0);
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strafe.add_motion(right_clip, 1.0, 0.0);
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```
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Three 2D types are available:
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| Type | Behavior |
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| --- | --- |
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| `simple_directional_2d` | Clips are evenly distributed around a circle |
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| `freeform_directional_2d` | Clips can be at any angle, but magnitudes are normalized |
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| `freeform_cartesian_2d` | Clips can be at any position in the (x, y) plane |
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### Direct Blend Tree
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Each child is addressed by its own float parameter — useful for layered motion:
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```rhai
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let hold = aac.blend_tree("hold");
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hold.direct();
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hold.add_motion_direct(umbrella_clip, grip); // grip parameter drives this child
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hold.add_motion_direct(sword_clip, sword_param);
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```
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### Nesting Blend Trees
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A blend tree can reference another blend tree that was declared **earlier** in the script:
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```rhai
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let movement = aac.blend_tree("movement");
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movement.simple_1d(speed);
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movement.add_motion(walk_clip, 0.0);
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movement.add_motion(run_clip, 5.0);
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let strafe = aac.blend_tree("strafe");
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strafe.freeform_directional_2d(speed, vertical);
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strafe.add_motion(forward_clip, 0.0, 1.0);
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let full_body = aac.blend_tree("full_body");
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full_body.simple_1d(speed);
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full_body.add_motion(movement, 0.0); // nests the movement tree
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full_body.add_motion(strafe, 5.0); // nests the strafe tree
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```
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Cycles are impossible — you can only reference trees that exist at the point you reference them.
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### Automatic Thresholds
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Let Unity figure out the blend thresholds:
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```rhai
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tree.automatic_thresholds(true);
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```
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## Transitions
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Transitions connect states. You create one by calling `transition_to` on the source state:
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```rhai
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idle.transition_to(walk); // creates a transition from idle to walk
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```
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### Adding Conditions
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Chain `.when(...)` to add conditions. Conditions are written as comparisons on parameter
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handles:
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```rhai
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idle.transition_to(walk).when(speed > 0.1);
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walk.transition_to(run).when(speed > 4.0);
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```
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The comparison operators (`>`, `<`, `==`, `!=`) are overloaded on parameter handles to produce
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conditions, not booleans. This is the core of the DSL — you write conditions exactly the way
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you'd think about them.
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**Bool parameters** use `==` and `!=`:
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```rhai
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any_state.transition_to(sit).when(is_sitting == true);
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any_state.transition_to(stand).when(is_sitting != true);
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```
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### Combining Conditions with when_all
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Rhai's `&&` and `||` cannot be overloaded — they're language built-ins. To combine multiple
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conditions on one transition, use `when_all`:
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```rhai
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walk.transition_to(idle).when_all([speed < 0.05, is_sitting == false]);
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```
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This is the only DSL limitation with no workaround. Every multi-condition transition uses
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`when_all`.
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### Transition Timing
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```rhai
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// Instant transition, no blending:
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idle.transition_to(walk).when(speed > 0.1).no_exit_time().duration(0.0);
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// 250ms cross-fade, fires immediately:
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idle.transition_to(walk).when(speed > 0.1).no_exit_time().duration(0.25);
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// Transition fires after 80% of the source animation plays:
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idle.transition_to(walk).when(speed > 0.1).exit_time(0.8).duration(0.25);
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```
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`no_exit_time()` and `exit_time(normalized)` are mutually exclusive — the last one called wins.
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### Self-Transitions
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By default, a transition to the same state is ignored. Enable it explicitly:
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```rhai
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walk.transition_to(walk).when(speed > 4.0).to_self().no_exit_time().duration(0.0);
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```
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### Interruption Settings
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```rhai
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transition.ordered_interruption(false); // disable ordered interruption
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transition.source_interruption(); // enable source interruption
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```
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## Any-State Transitions
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Any-state transitions fire from every state in a machine, regardless of which state is active:
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```rhai
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base.any_state().transition_to(sit).when(is_sitting == true).no_exit_time().duration(0.2);
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```
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This is the standard way to implement global interrupts — sit down from any animation, reset
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from any gesture, etc.
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Any-state can also be scoped to a sub-state machine:
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```rhai
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let gestures = base.sub_machine("Gestures", 2, 0);
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gestures.any_state().transition_to(reset).when(gesture == 99);
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```
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## Sub-State Machines
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Group related states into a sub-state machine:
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```rhai
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let gestures = base.sub_machine("Gestures", 2, 0);
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let wave = gestures.state("Wave", 0, 0);
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let point = gestures.state("Point", 1, 0);
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wave.transition_to(point).when(gesture == 1).duration(0.1);
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point.transition_to(wave).when(gesture == 0).duration(0.1);
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```
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Sub-state machines work exactly like the root machine — you can add states, transitions,
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any-state, and even nested sub-state machines to them.
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## Assigning Motions to States
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States can hold a clip or a blend tree as their motion:
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```rhai
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// From a generated clip:
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idle.set_clip(idle_clip);
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walk.set_motion(walk_clip);
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// From a blend tree:
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run.set_motion(locomotion);
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// From a store clip:
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sit.set_clip(store_clip);
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```
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`set_clip` and `set_motion` are interchangeable — use whichever reads better.
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## Complete Example
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Here's a full script that demonstrates every feature:
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```rhai
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let aac = AnimatorAsCode();
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aac.system_name("MyAvatar");
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aac.asset_key("AAC_");
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// Parameters
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let speed = aac.float_param("Speed", 0.0);
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let is_sitting = aac.bool_param("IsSitting", false);
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let gesture = aac.int_param("Gesture", 0);
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// Controller and layer
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let ctrl = aac.new_controller();
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let base = ctrl.layer("Base");
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// States
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let idle = base.state("Idle", 0, 0);
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let walk = base.state("Walk", 1, 0);
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let run = base.state("Run", 2, 0);
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let sit = base.state("Sit", 0, 1);
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// Generated clips
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let idle_clip = aac.clip("idle_anim");
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idle_clip.looping(true);
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idle_clip.keyframe("Body/Hand", "m_IsActive", 0.0, 1.0);
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idle_clip.blend_shape("Body", "Smile", 0.0, 0.0);
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idle_clip.blend_shape("Body", "Smile", 1.0, 0.8);
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let walk_clip = aac.clip("walk_anim");
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walk_clip.looping(true);
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walk_clip.toggle("Body/Props", true);
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let run_clip = aac.clip("run_anim");
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run_clip.looping(true);
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run_clip.toggle("Body/Props", false);
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// Store clip
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let store = aac.AnimationStore("Assets/Doloro/Clips");
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let crouch_clip = store.clip("Crouch");
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crouch_clip.looping(true);
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// Assign clips
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idle.set_clip(idle_clip);
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walk.set_clip(walk_clip);
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sit.set_clip(crouch_clip);
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// Blend tree
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let locomotion = aac.blend_tree("locomotion");
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locomotion.simple_1d(speed);
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locomotion.add_motion(walk_clip, 0.0);
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locomotion.add_motion(run_clip, 5.0);
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run.set_motion(locomotion);
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// Transitions
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idle.transition_to(walk).when(speed > 0.1).no_exit_time().duration(0.25);
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walk.transition_to(run).when(speed > 4.0).no_exit_time().duration(0.25);
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run.transition_to(walk).when(speed < 4.0).no_exit_time().duration(0.25);
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walk.transition_to(idle).when_all([speed < 0.05, is_sitting == false]).duration(0.25);
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// Any-state interrupt
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base.any_state().transition_to(sit).when(is_sitting == true).no_exit_time().duration(0.2);
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// Sub-state machine
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let gestures = base.sub_machine("Gestures", 2, 0);
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let peace = gestures.state("Peace", 0, 0);
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let point = gestures.state("Point", 1, 0);
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peace.transition_to(point).when(gesture == 1).duration(0.1);
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point.transition_to(peace).when(gesture == 0).duration(0.1);
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```
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## Tips
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- **Start minimal.** One layer, two states, one transition. Get it generating. Then add
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complexity incrementally.
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- **Use the grid positions.** `(0, 0)` is top-left. Spread states horizontally for logical
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flow, vertically for alternative branches.
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- **Name clips descriptively.** They become the asset names in Unity. `"walk_anim"` is clearer
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than `"clip1"`.
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- **Store clips for reused animations.** If multiple avatars share the same `.anim` assets, a
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store avoids duplicating keyframes in every script.
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- **`when_all` is your `&&`.** Every multi-condition transition uses it. There's no way around
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this — it's a Rhai language limitation.
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- **Test with `aac-dump`.** Run `cargo run --bin aac-dump -- your_script.rhai` to see the JSON
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output without opening Unity. Catches script errors instantly.
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