Animation Settings(Default Locomotion)

Intro
Movement Set Settings allows you to choose different states layer settings for different implementation. In here we only discuss the default implementation(GMS_AnimLyaer_States_Default
), it's a Lyra style locomotion with many improvements.
When you select AnimLayerSetting_States_Default
, you can configure the following content. Here, I will provide screenshots only:

Idle and Idle Breaks
This is a sample idle and idle breaks configuration.

Jumping and Falling
Here you can configure animations for jumping and landing.

Turn in Place
GMS supports both delayed and non-delayed turn-in-place.
For current turn-in-place solution, it can be animation to catch up actor rotation, or animation driving the actor rotation via curves (depends on your movement control setting).

This feature requires you to EnableOffsetRootBoneRotation
in anim general settings. You should alsoEnableRotationWhenNotMoving
in your movement state settings.
For Turn-In-Place animation sequences, you should enable RootMotion,ForceRootLock and apply AM_TurnYaw animation modifiers to sequence.
Vidoe Tuotrials
The following videos are outdated but still useful.
Starting from GMSV1.3, there is no longer a distinction between Montage/Graph turn-in-place, delayed/non-delayed is automatically selected based on the current control settings and the activation delay time.
Lean Animations
Here you can specify a BlenderSpace1D/2D and set the max/min lean angle.

GMS will use the LeanState (Vector2D) of the main anim blueprint to multiply with the max/min lean angle you specify, and use the result after speed scaling (a value of -1 to 1) to drive the horizontal/vertical values in the blend space.
Moving States Animations
You can configure multiple movement animations corresponding to movement states in MovingStates
.

You must contain atleast 1 moving state to make gms works properly.
Pivot Animations
For pivot animation sequences, you need to add the anim notify state AN_EarlyTransitionOut
where the Pivot is going to end to control the naturally ending of the Pivot state.
