> For the complete documentation index, see [llms.txt](https://rigonix3d.gitbook.io/rigonix3d-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rigonix3d.gitbook.io/rigonix3d-docs/documentation/the-modules/animator-module.md).

# Animator Module

The bridge between locomotion state and your Animator Controller.

## Inspector reference

The Animator module has **no editable inspector fields** — it's pure runtime glue. What matters instead is the set of **Animator Controller parameters** it drives every frame. If you bring your own controller, it must expose these parameters with these exact names and types:

| Parameter                                                   | Type  | Driven by                                                       |
| ----------------------------------------------------------- | ----- | --------------------------------------------------------------- |
| **MovementMagnitude**                                       | Float | Overall move speed (0 = idle, 1 = full).                        |
| **Horizontal**                                              | Float | Strafe axis (raw movement X).                                   |
| **Vertical**                                                | Float | Forward/back axis (raw movement Y).                             |
| **StanceID**                                                | Int   | Current stance (0 Stand, 1 Crouch, 2 Prone).                    |
| **IsGrounded**                                              | Bool  | Whether the character is on the ground.                         |
| **MovementId**                                              | Float | Gait tier (idle / walk / run–sprint), respects Walk By Default. |
| **isAiming**                                                | Bool  | Whether the character is aiming.                                |
| **AimingFloat**                                             | Float | Smoothed aim weight for blend layers.                           |
| **StrafeLocomotion**                                        | Bool  | Whether strafe-style locomotion is active.                      |
| **IsDead**                                                  | Bool  | Set by `Die()` to drive the death state.                        |
| **ItemId**                                                  | Int   | Which equipped-item animation set to use.                       |
| **ProneAimMovementDirection**, **ProneAimX**, **ProneAimY** | Float | Drive the 8-direction prone-aiming blend.                       |

{% hint style="info" %}
The simplest path to a custom look is to **duplicate the shipped Animator Controller** and re-target its states to your own clips — the parameter names stay intact, so the module keeps driving it correctly.
{% endhint %}

***

The **Animator module** is a thin, well-behaved bridge between the character's state and Unity's Animator Controller. Locomotion and the other modules don't poke the Animator directly — they go through here, which keeps every animator parameter name in one place.

### What it does

Each frame it pushes the current movement blend values, stance, grounded state, and aim status into the Animator's parameters, so your blend trees and state machine react to what the character is actually doing. It lives on the Core, so an AI character animates through the same bridge.

### Useful methods

```csharp
core.animatorModule.Die(true);       // drive the death state
core.animatorModule.SetItemId(3);    // switch the equipped-item animation set
core.animatorModule.ResetItemId();   // back to empty-handed
```

`SetItemId` / `ResetItemId` let the inventory and equip systems swap animation sets (one-handed, two-handed, unarmed) without the inventory module knowing anything about animator internals.


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