# Sample Material

I recommend opening the **Sample Scene** to explore the setup. Inside, you’ll find **three characters**:

* One using a **CharacterController** component
* One using a **Rigidbody** component
* And one that’s completely **bare**

Each character includes a sample script I created called **`AnimationTester`**, which allows you to quickly test animations by binding different **AnimComposers** to different input keys.

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<figure><img src="/files/voLwPmPU1IIwjNhSt4pV" alt=""><figcaption></figcaption></figure>

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Some of the assigned **AnimComposers** are **full animations**, while others are **additive blends** or **bone-specific overrides**. This setup lets you easily observe how different animation types mix together in real time.

All characters share the same array of **AnimComposers**. This demonstrates that a single AnimComposer can work across multiple **Humanoid** characters—regardless of the **Preview Model** selected for it.

You only need to create a **character-specific AnimComposer** when the **ActionBlock settings** should differ between characters. For example:

* A larger character may cover more distance due to **Motion Warping**.
* A particular character might trigger **unique sounds** or **custom effects** on certain actions (like dying or attacking).

Feel free to **inspect and modify** these sample characters. You can insert your own custom **AnimComposers** into the **AnimationTester** component to see how they behave, or use one of the **template characters** as a foundation for building your own custom setup.

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<figure><img src="/files/QzbEHGEGzQa2LpoOpp0R" alt=""><figcaption></figcaption></figure>

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