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Animator Controller

The base animator controller is included in the CAS package: It’s supposed to be used as a template, as it only contains empty animation states — placeholders that can be overriddent with Override Animator Controller feature. Generic and Humanoid versions can be found in Assets ▸ CAS Demo ▸ Animations ▸ Generic or Humanoid.
Note: Generic animations are only compatible with the Kinemation Mannequin (KINEMATION ▸ Shared ▸ Character).
The controller consists of 5 main animation layers.

Curves

This layer sets curve blending properties to default values: It contains only a single state — Curves_Default. This Animation Clip contains bindings for all blending parameters, which are set to zeroes by default:
Tip: This layer is crucial to avoid lingering blending properties at runtime, which may result in jittering issues. Read more about it here.

Stance

This layer blends between standing and crouching states. These are empty states, which are only used to animate the CrouchWeight value using the SetFloat component.
Tip: The CrouchWeight is an Animator float parameter that is used to blend between standing and crouched character movement.

Locomotion

This layer applies full-body animations, like idle, jogging, sprinting and jumping. Grounded is a blend tree that blends between different stance and movement animations.

Turn In Place

This layer triggered procedural steps when turning left or right. TurnRight and TurnLeft are empty states by default. It’s possible to override them with turning animations. Instead, CAS uses Play Step behaviours to play procedural steps when turning:

Interactions

This last layer is reserved for full-body interaction animations, like climbing or pulling a lever: The default state is empty, because all interaction clips are triggered from code using the CrossFade function. Interactions automatically blend out to the empty state upon completion.