Locomotion

How to work with GS_Play velocity locomotion — automatic animation parameter driving from entity velocity.

The Velocity Locomotion Hook automatically drives animation blend parameters from an entity’s velocity. Instead of manually scripting animation state transitions, you attach this component and it reads the entity’s physics velocity each frame, writing the appropriate blend values to the animation system.

For component properties, see the Framework API reference.

Velocity Locomotion Hook component in the O3DE Inspector

 

Contents


How It Works

The VelocityLocomotionHookComponent runs on the tick bus. Each frame it:

  1. Reads the entity’s current velocity from the physics system.
  2. Extracts speed, direction, and vertical velocity.
  3. Writes these as blend parameters to the entity’s EMotionFX animation graph.

This creates a seamless connection between movement and animation — walk, run, idle, and fall transitions happen automatically based on physics state.


When to Use

ScenarioResult
Character walkingSpeed parameter drives walk/run blend
Character idleZero velocity triggers idle state
Character fallingVertical velocity drives fall animation
Character stoppingDeceleration naturally transitions to idle

The component is stateless and lightweight — it reads velocity and writes parameters each frame with no internal state machine.


Glossary

TermMeaning
Velocity Locomotion HookA component that reads entity velocity and writes animation blend parameters each frame
Blend ParameterA named value sent to the animation graph that controls state transitions and blending

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


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