> For the complete documentation index, see [llms.txt](https://myty.gitbook.io/products/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://myty.gitbook.io/products/kit/make-animation/advanced-animation/idle-animation.md).

# Idle Animation

## What is an idle animation?

* Idle animations are animation loops that occur when the character is not performing any actions.

### You can make this with an idle animation

<figure><img src="/files/EheYbwgqVFFEiernigeh" alt=""><figcaption><p>Example of Breathing Idle Animation</p></figcaption></figure>

* Common idle animations include but not limited to:
  * Looking around.
  * Sleeping/stretching/relaxing.
  * Reading a book/playing a video game.
  * Playing/fidgeting with objects.
  * Commenting on the ambiance.
  * Adjusting clothes/weapons.
  * Singing and/or dancing.
  * Flicking long hair if any
  * Entertaining themselves
  * Interacting with each other, if any
  * Getting impatient

## How to create idle animation in MYTY Kit

* MYTY Kit provides **Frame Sequence 1D Adapter** to support the sequential animation of sprites. As the name suggests, it is an adapter that takes a sprite 1D Controller as a target. With some configurations, this adapter outputs a single float value which varies on time and is used as an input for the target Controller.

### Frame Sequence 1D Adapter

* Image of the inspector window of the adapter

<figure><img src="/files/yVDOkvi0g7HC7Ifnn4Nl" alt=""><figcaption></figcaption></figure>

1. `Controller`: The target controller to apply loop animation
2. `Start`: Start value of interval. It can be larger than the End value.
3. `End`: End value of interval. It can be smaller than the Start value.
4. `Repeat`: If this field is checked, the animation will loop forever.
5. `Swing`: (Valid only if Repeat is checked) Specify how the output value repeats.  Suppose that Start and End are 0 and 1.
   * If unchecked, the value moves from 0 to 1. After it hits the End value, the value goes to Start and continues to move to End. 0…1→0…1
   * If checked, when the value hits the End, then the value moves back to the Start. 0…1→1…0
6. `Step Count`: Specify how many steps are included n the interval
7. `Unit Time`: Determines a time interval for each step in seconds. `Step Count * Unit Time` will be the duration of a single cycle of an animation.

### How to Use the Frame Sequence 1D Adapter

1. Configure a sequence folder for idle animation in the animation folder of the PSB file

<figure><img src="/files/0EGCIoMqjMGCBt9d87iM" alt=""><figcaption><p>Name of the group folder (VfxA, VfxB, ... VfxD) needs to be as same as in the placeholder layer under the VFX group layer.</p></figcaption></figure>

2. In 'Sprite Editor", assign a bone to VFX placeholder layer and sprites under Animation Group

<figure><img src="/files/zELF4GmXmabzmEr0WpAc" alt=""><figcaption><p>Sprites and placeholder layer MUST share the same bone</p></figcaption></figure>

3. Create an empty game object under 'Controller Group' and rename it according to your preference
4. Add component 'Sprite 1D Range Controller MSR' to game objects created in step 3

<figure><img src="/files/7mNwdMMehqjFzQzkWlmd" alt=""><figcaption><p>Selected controller in the image contains 'Sprite 1D Range Controller MSR'</p></figcaption></figure>

5. Open ‘Sprite 1D Range Controller’ and add place holder layer in ‘Hierarchy’ and hit ‘Auto Load Labels’

<figure><img src="/files/pdzgGdb9Xc04qmPaqnDw" alt=""><figcaption><p>Animation plays can be edited by removing and re-ordering the labels under 'intervals'</p></figcaption></figure>

6. Create an empty game object under 'Motion Adapter Group' or a group with component: 'Motion Adapter Group' and rename it according to your preference
7. Add component ‘Frame Sequence 1D Adapter’ in the game object created in step 6

<figure><img src="/files/mb5gN7zYCE4XhXcF23u1" alt=""><figcaption><p>Additional components may be added as necessary to accommodate the requirements</p></figcaption></figure>

8. Modify the settings within the 'Inspector' window to achieve the desired animation effect
9. Press the Play button to check the applied idle animation

<figure><img src="/files/pSWHRVlz6kLlKJlY2J8P" alt=""><figcaption></figcaption></figure>
