Procedural animation system with intelligent wall climbing, IK, and dynamic movement. Create natural, responsive creatures and characters with minimal setup and maximum flexibility.This is not a graphics package therewhat it works with any render pipline. The demo scenes are buit with URP and you can convert them. The HDRP and Built-in RP scene variants will be added in the nex update. ✨ Why Motion Animator?Traditional animation can be time-consuming and difficult to adapt to different characters. Motion Animator reduces the need for countless handcrafted animations by procedurally generating movement while still allowing your existing animations to blend naturally with the system. The result is smoother animation, more responsive characters, and significantly less animation work with perfect foot placement on any terrain. Motion animator also supports wall climbing! ✨ FeaturesReal-Time Walking Pattern Switching 🔀 Instantly change walking patterns at runtime to create unique movement styles, personalities, and behaviors.Dynamic body animation Easy to set up body idle and walking animations, rotation, and leaning effects. All fully procedural.Step Events 👣 Trigger custom events whenever a foot touches or leaves the ground. Also supports custom timings for events.Built-in third-person and RTS controllers Both with wall climbing support.Easy-to-use custom inspector with a unique system for setting up walking patterns.Helper tools for all kinds of procedural animations Animate individual bones with ease and create stunning animations.Tail animator component Add procedural tail animation to your model for more natural and lifelike movement.Wall Climbing System 🧗 Seamlessly climb walls and transition between floors, walls, and ceilings.Idle ↔ Walk Animation Blending 🚶 Smoothly blends from idle to movement.Automatic Speed Adaptation ⚡ Step timing, stride length, and animation speed adjust automatically based on movement speed.Procedural Foot Placement 🦴 Intelligent IK keeps feet planted naturally on uneven terrain and walls.Procedural Tail Animator 🐍 Realistic secondary motion that reacts to movement, turning, and acceleration.Adaptive Body Rotation 🔄 Character naturally rotates based on feet position.Highly Customizable 🧩 Supports different leg counts, body proportions, and creature types.Easy Integration ⚙️ Add procedural animation to existing characters with minimal setup.Performance Friendly 🚀 Optimized, with a planned migration to DOTS in the future.Fully Documented 🛠️ Includes setup instructions and customizable parameters.Works on Uneven Terrain 🌍 Maintains stable, natural movement across complex environments.Perfect For 🤖 Spiders, insects, robots, creatures, quadrupeds, hexapods, and also works with humanoids.🔧 Compatibility and DependenciesMotion Animator works great with Unity Animation Rigging and is compatible with any other IK solution. However, with Animation Rigging, the initial setup is much more intuitive. The character controller that comes with the package also requires the New Input System.⚙️ The system also supports speed-based animation adjustment, allowing movement animations to dynamically adapt according to character velocity. Walking cycles can automatically increase or decrease in speed based on movement speed, creating more natural and responsive locomotion.🔀The asset includes an automatic blend system between idle and walk animations, making it easy to create seamless transitions between standing and moving states.🔮 Community Driven DevelopmentYour feedback helps shape the future of Motion Animator.Join our Discord community to:🗳️ Vote on future updates and new features💬 Suggest improvements🛠️ Get support and setup help🚀 Access upcoming previews and development progress🤝 Share your projects with the communityThe roadmap is heavily influenced by community feedback, so your ideas can directly impact future releases.Motion animator package RequirementsSkeleton RequirementsForward Axis: The character model should use the Z+ (Forward) axis as its forward direction for correct procedural animation behavior. You can also create parent transforms and change orientation in local space.Bone Hierarchy: The hip/pelvis bone must be the parent of the legs bones.Inverse Kinematics (IK)The package requires Unity Animation Rigging or another compatible IK solution. The setup is way faster with animation rigging. IK targets and constraints should be configured correctly before enabling procedural features.Performance RecommendationsUse optimized meshes and rigs for large numbers of characters.Disable unnecessary procedural components for NPCs or distant characters when possible.CompatibilityWorks best for insects robots and animals but also supports humanoid and generic rigs that meet the hierarchy requirements.




