JOIN THE DOTS - EASY ANIMATOR CONTROLLER PRO
jointhedotsmapgenerator
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Save countless hours with a complete, fully encapsulated animation system. An editor-guided pipeline turns your models and animations into reusable characters for Manual or AI control.Third-Party Content NoticeThe user guide and the four step-by-step implementation videos were created using the “Platform Animation” pack by SHINABRO, exclusively for demonstration purposes.JTD - EASY ANIMATION CONTROLLER PRO does not include any models, animations, or other content from this pack, as the rights to distribute them are not owned.To reproduce the examples shown exactly, you will need to purchase the “Platform Animation” pack by SHINABRO separately, or use your own compatible models and animations.Turn animation system integration into a reusable production workflow.CNB Animation System generates complex Unity Animator Controllers from a single AnimationsSO configuration asset, reducing repetitive Animator setup and keeping animation logic organized, reusable and easier to maintain.Instead of manually creating states, parameters, transitions and model-specific Animator setups, CNB helps you:•Configure animation clips using semantic categories.•Generate Animator states, parameters and transitions.•Support Bool, Trigger and contextual position states.•Generate CNBanimLinker integration.•Create reusable character family prefabs.•Support compatible models, Avatars and skins.•Generate provider-specific Manual and AI integration contracts.•Connect to your own controller, physics, input or AI architecture.•Avoid scattering clip names and Animator parameters throughout gameplay code.CNB uses a clear contract-based integration model. Your project can provide:•An ICNBAnimationMotionProvider implementation for movement and environment data.•An ICNBInputSource implementation for player or AI intentions.•A generated Manual or AI adapter that translates those inputs into semantic animation states.Your existing character controller, physics system, camera, Input System setup or AI architecture does not need to be replaced.The included CNBControllerAndCamera package is a complete and functional companion demonstration for evaluation, testing and rapid setup. It is optional: production projects can use the CNB animation core with their own runtime architecture.Check a demo scene web build that shows the real power of the asset in a complex animation pack integration in a project at: https://www.jointhedotsmapgenerator.com/easy-animator-controller-proCheck my work at: https://www.jointhedotsmapgenerator.com/CNB Animation System is based on Unity ScriptableObjects, editor generation tools, generated semantic contracts and Mecanim Animator Controllers.Core workflow1.Configure an AnimationsSO asset.2.Extract and classify animation clips.3.Define Main, Direction and Position categories.4.Configure Bool and Trigger behavior.5.Configure model families, Avatars, skins and Resources paths.6.Generate Animator Controllers and CNBanimLinker data.7.Generate reusable family prefabs.8.Generate Manual or AI integration contracts.9.Connect the generated system to the project’s input and motion interfaces.Runtime integrationThe system exposes lightweight integration boundaries:•ICNBInputSource•Movement input.•Vector2 actions.•Started actions.•Held actions.•Canceled actions.•ICNBAnimationMotionProvider•Character velocity.•Animation velocity.•Directional input.•Grounded state.•2.5D movement mode.These interfaces allow integration with:•Unity Input System.•Custom input systems.•Programmed AI.•Replay systems.•Network-driven characters.•Custom character controllers.•Custom physics and movement motors.Generated outputDepending on the selected profile, CNB can generate:•Semantic animation enums.•Input source bridges.•Generated input adapter bases.•Preserved user adapter files.•Animator Controllers.•Animator parameters and transitions.•CNBanimLinker components.•Provider-qualified Manual and AI family prefabs.•Profile-specific metadata and validation information.Manual and AI contracts can coexist for the same AnimationsSO, while remaining isolated by provider and profile.ArchitectureThe animation core is independent from:•A specific character controller.•A specific camera system.•A specific physics implementation.•A specific AI framework.•A specific gameplay architecture.The optional companion package provides an example runtime composition, but it is not required when integrating CNB into an existing project.Requirements•Unity 6 or compatible project configuration supported by the package.•Mecanim Animator system.•Animation clips compatible with Unity’s Humanoid or Generic import pipeline.•For Manual integration: a compatible Unity InputActionAsset.•For AI integration: an AI input source implementing the generated input contract.•A project-specific motion provider implementing ICNBAnimationMotionProvider.Intended useCNB is designed for developers who need to integrate complex animation packs across multiple character models while reducing manual Animator configuration, improving reuse and keeping runtime animation integration structured and maintainable.




