Crawl in
The character folds its knees and sinks low, as if ducking under something or settling into a hiding place, and rests there.

Use it in a cartoonOpen it in the block editorThe pack file (JSON)
What it is for
Crawl in suits a character getting into something: a tent, a blanket fort, a cave, a cardboard box. It is also a good way to hide: put the character behind a prop and let it sink out of sight. The knees bend as the body goes down, so it reads as a deliberate crouch rather than the character sinking into the floor. Once down, it stays down with a slow breathing bob.
The principle it shows: slow in and slow out
The crouch is a single glide with a smooth ease: it starts gently, speeds up, and slows before it reaches the bottom. Bodies settling down behave like that, because muscles take the weight gradually. The glide moves six values at once, the height, the body's height factor and the four leg joints, and because they share one ease they all arrive together.
The program, line by line
settings: t_in = (min(dur*0.6, 2.0))
when it starts
glide dy 78, sy 0.94, left shin 32, right shin 32, left leg -8, right leg 8 over (max(t_in, 0.1)) s (smooth)
abssin wave on dy · w 1.5 · amp -3 · on the behaviour clocksettings: t_in = (min(dur*0.6, 2.0))— the crouch takes 60% of the move's time, at most 2 seconds. When the move is shown for 4 seconds, as here, that is 2 seconds.glide dy 78, sy 0.94, left shin 32, right shin 32, left leg -8, right leg 8 over (max(t_in, 0.1)) s (smooth)— one glide, six values: the body drops 78 pixels (positive is down), its height shrinks to 94%, both knees bend 32 degrees and both thighs turn 8 degrees, mirrored.max(t_in, 0.1)keeps the glide from ever taking less than a tenth of a second.abssin wave on dy · w 1.5 · amp -3 · on the behaviour clock— a slow breathing lift of 3 pixels, about every 2.1 seconds, which carries on once the character is down.
On a four-legged body the leg channels are numbered by leg rather than by side, so the dog folds its legs a little differently from the person, but it sinks just as low.
Try this
Sink 140 pixels instead of 78. The character drops much lower, almost to the ground line, as if squeezing into a very small space.
In the program:
ramp · to.dy78→140Duck down in half a second instead of up to 2. The slow settling becomes a quick duck, the way you dodge a ball.
In the program:
params.t_in"=min(dur*0.6, 2.0)"→0.5
How it differs from Slump and Walk in
Slump also sinks, but by a third as much, with no bending at the knees and a tremble: a feeling, not an action. Walk in and the other entrances move the character across the stage; Crawl in only goes down.
Works on
| Body | Moves? | What moves |
|---|---|---|
| 2 legs (a person) | yes | whole body, legs |
| 4 legs (a dog) | yes | whole body, front legs, back legs |
| no legs (the monster with no legs) | yes | whole body |