An easy-to-use play-on-demand animator. Take back control over your animations with FlexMotion!Developed with Unity 2020.3.48f1.The samples are made using the Built-In render pipeline and will likely need to be converted on other render pipelines.An easy-to-use play-on-demand animator for Unity.When I was working on a game prototype featuring different types of ranged and melee weapons, I grew tired of fighting with ever-growing and overly complex animator controllers.While Mecanim is amazing for the use cases it was designed for, I needed to be able to easily transition from one animation set to another through scripting.Thus I started to develop my own animation system using Unity's Playables. After many months of using and polishing it, I decided to release FlexMotion as my first commercial tool.Website - Documentation - Scripting Reference - Github Issues - Discord Key FeaturesAnimate with C#: Play animation clips or dedicated assets directly from your C# scripts with ease.Method chaining: Control how your animations are played using expressive method chaining.Easing-based transitions: Create smooth transitions between motion layers by setting a time and applying an easing function. Change or interrupt transitions at will.1D/2D Motion blending: Blend multiple animations effortlessly using convenient weight computation methods or by manually setting weight values.Avatar mask layers: Animate different parts of your characters separately by leveraging Unity's avatar mask feature.Pose: Set fixed poses on your characters. Transition smoothly from one pose to another pose or animation.Controllable update rate: Adjust the update rate of your animations to achieve stylistic effects or optimize performance.Animation rigging: FlexMotion is fully compatible with the Animation Rigging package through one simple component.Mecanim features: Mecanim features like FootIK, OnAnimatorIK, Events and root motion work out of the box. With some additional features for some of them.Runtime layer mirroring: Motion layers can be mirrored individually at runtime on any character using a humanoid rig.Time callbacks: React to reaching a specific time or the end of an animation using convenient callbacks.Mecanim Blending: Blend in and out of a running Mecanim animator controller using a single property.CompatibilityUnity 2020.3 and upward.Targeted to work on every platform.Fully tested on desktop, mobile and WebGL.Compatible with AnimationRigging via one component.Can be used alongside Mecanim.