MakeWay – Procedural Character Avoidance System
Finite Machine Studio
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Add natural upper-body avoidance to Humanoid characters with procedural torso, shoulder, arm, and hand reactions that blend with your existing animations.Documentation | SupportCharacters should make room for the world around them.MakeWay – Procedural Body Avoidance System helps animated Humanoid characters react to nearby people, walls, and obstacles through procedural upper-body adjustments. Twist the spine, lean the torso, adjust the shoulders, and create space for the arms and hands without dedicated reaction animation clips.Keep your existing animations and movement controller. MakeWay applies its adjustments over the evaluated animation pose, while your controller handles movement and physical collision.Add MakeWay Character to the Animator GameObject, choose the obstacle layers, and tune the result with an optional MakeWay Profile. Share profiles across characters or create different settings for different body proportions and reaction styles.As characters pass obstacles, MakeWay blends their reactions with the animation.Key Features:Procedural spine twist, torso lean, shoulder retraction, and shoulder liftRuntime arm avoidance using analytic two-bone IKHand clearance sensing with configurable hand dimensions and additional wrist tiltFitted chest, pelvis, and thigh volumes to limit arm corrections into the character’s bodyAdjustable reaction buildup, release blending, and arm rotation speedMovement-aware torso relaxation when standing beside static obstaclesHead stabilization to preserve the incoming animation’s head orientationOverall influence and independent left/right arm weightsShared ScriptableObject profiles with built-in defaults when no profile is assignedConfigurable obstacle layers, trigger detection, and self-hierarchy filteringIdeal For:Players and NPCs passing each otherCharacters moving beside walls, pillars, and propsThird-person adventures, RPGs, and social scenesAdding environmental reactions to existing Humanoid locomotionGive your characters more awareness of nearby space while keeping your existing animation workflow.System type: Runtime procedural animation component with custom Editor InspectorsSupported rig type: HumanoidPose application: Direct bone rotations and analytic two-bone arm IKDetection: Unity 3D physics collidersSetup: Add Component > MakeWay > MakeWay CharacterProfile creation: Assets > Create > MakeWay > ProfileRuntime requirements: Unity animation and 3D physics; no Animation Rigging, AI Navigation, or third-party IK dependencyTorso and Shoulder AvoidanceSamples nearby surfaces around the shoulders and upper torsoGenerates bounded twist, lean, shoulder retraction, and shoulder liftDistributes torso rotation across available Spine, Chest, and Upper Chest bonesSupports animated head orientation stabilizationUses character movement, turning, and nearby relative obstacle movement for idle relaxationArm and Hand ClearanceEvaluates upper-arm, forearm, and wrist-to-fingertip proxies after torso posingUses two-bone IK with configurable correction reach and elbow bend limitsApplies bounded additional hand tilt with configurable hand radius and lengthFits body self-clearance volumes from Humanoid jointsProvides body width, depth, thigh thickness, and separation controlsSmooths procedural arm/wrist rotation offsets with a configurable angular speed cap




