Animation assets
Explore 4 published packages in Animation. Follow the category links or open a product to check its available versions and package information.
PathMagic
Version 1.2.6
PathMagic is a UNITY editor extension that allows to create paths for smooth movement of game objects, such as cameras, players, scene objects, and so on. You specify waypoints with 3D bezier control points, orientation, velocity, and PathMagic do the rest! Take a look at the demo video Features - Advanced in-scene and inspector editors - Full integrated undo/redo and multiple objects edit support - Full global position, rotation and scale of all waypoints for path adjusting - Super fast path creation with best interpolation of orientation and velocity between waypoints - Transform orientation specified manually or by a target Transform to follow - Global follow target or follow path for orientation - Symmetric / asymmetric tangents - Constant velocity on path via path pre-sample - Intelligent insert/Remove waypoint within the path - Great simulation system: manage your path during the simulation in edit mode - Path templates! Create linear and circular paths with ease - Multiple objects on the same path - In editor keyboard support - Physics provided by specific joint - Bake of path into standard legacy animations for performances - Powerful and simple user interface Create a path in less than 15 seconds!
Female Runner Animset - FreeWalkJog
Version 1.2
These animation sets were created using the same rig as the Combat Girl series models. ## View Update ## 1.0 - First Demo 🔗Video 1.1 - Added Strafing Animations 🔗Video 1.1.1 - Resolved the issue where the RunSprint asset was overwriting the WalkJog set. 1.1.2 - The clip has been split so that the left-right foot phase animation can be used during lean movements. 1.2 - Added Crouch Animations 🔗Video ## Animation List ## Idle(4) Idle IdleToCrouch CrouchIdle CrouchToIdle Turn Inplace(8) TurnIP_L45 TurnIP_L90 TurnIP_L135 TurnIP_L180 TurnIP_R45 TurnIP_R90 TurnIP_R135 TurnIP_R180 Walk Set(24) Walk_Start_L0 Walk_Start_L45 Walk_Start_L90 Walk_Start_L135 Walk_Start_L180 Walk_Start_R0 Walk_Start_R45 Walk_Start_R90 Walk_Start_R135 Walk_Start_R180 Walk_Lfoot Walk_Rfoot Walk_Arc_L Walk_Arc_R Walk_Lean_L_Lfoot Walk_Lean_L_Rfoot Walk_Lean_R_Lfoot Walk_Lean_R_Rfoot Walk_TurnL_Lfoot Walk_TurnL_Rfoot Walk_TurnR_Lfoot Walk_TurnR_Rfoot Walk_Stop_Lfoot Walk_Stop_Rfoot Strafe Walk Set(10) StrafeWalk_F StrafeWalk_FL StrafeWalk_BL StrafeWalk_L45 StrafeWalk_L135 StrafeWalk_FR StrafeWalk_BR StrafeWalk_R45 StrafeWalk_R135 StrafeWalk_B Crouch Walk Set(10) CrouchWalk_F CrouchWalk_FL CrouchWalk_BL CrouchWalk_L45 CrouchWalk_L135 CrouchWalk_FR CrouchWalk_BR CrouchWalk_R45 CrouchWalk_R135 CrouchWalk_B Jog Set(24) Jog_Start_L0 Jog_Start_L45 Jog_Start_L90 Jog_Start_L135 Jog_Start_L180 Jog_Start_R0 Jog_Start_R45 Jog_Start_R90 Jog_Start_R135 Jog_Start_R180 Jog_Lfoot Jog_Rfoot Jog_Arc_L Jog_Arc_R Jog_Lean_L_Lfoot Jog_Lean_L_Rfoot Jog_Lean_R_Lfoot Jog_Lean_R_Rfoot Jog_TurnL_Lfoot Jog_TurnL_Rfoot Jog_TurnR_Lfoot Jog_TurnR_Rfoot Jog_Stop_Lfoot Jog_Stop_Rfoot Strafe Jog Set(10) StrafeJog_F StrafeJog_FL StrafeJog_BL StrafeJog_L45 StrafeJog_L135 StrafeJog_FR StrafeJog_BR StrafeJog_R45 StrafeJog_R135 StrafeJog_B Crouch Jog Set(10) CrouchJog_F CrouchJog_FL CrouchJog_BL CrouchJog_L45 CrouchJog_L135 CrouchJog_FR CrouchJog_BR CrouchJog_R45 CrouchJog_R135 CrouchJog_B
Rukhanka - ECS Animation System
Version 1.9.2
Rukhanka is a ECS Animation System that uses standard Unity animation editing tools (i.e. ‘Mecanim’) as authoring workflow. Rukhanka depends on the ‘Entities’ package. It prepares animation data for rendering with the ‘Entities Graphics’ package. These two packages are required for the functioning of Rukhanka. | Documentation | Discord | EMail Support | Rukhanka is an ECS animation system that mimics the standard ‘Mecanim’ animation system of Unity. Use familiar tools for authoring animations and animation state machines without any difference from the ‘Monobehaviour’ world. During the baking phase, it converts all required Animator, Animation, Skinned Mesh Renderer, and Avatar Mask data into its internal structures. All converted data is ‘Burst’ compatible and processed in a parallel and very performant way. Rukhanka has the following main features: Unity Animator Controller conversion and processing Generic and Humanoid animations and avatars Animation data preparation for Entities Graphics skinned meshes Bone visualization system Extended logging and validation layer Arbitrary (non-skinned meshes) object hierarchy animation Avatar masks Root motion All 2D blend tree types support (Direct, 1D, 2D Simple Directional, 2D Freeform Directional, 2D Freeform Cartesian) Client-server animations synchronization with ‘Unity Netcode for Entites’ package. Works with Unity.Physics The package contains samples for HDRP and URP. Rukhanka has limitations: Legacy animations are not supported. Although Rukhanka implements all core animation functionality it is not 100% equivalent to Unity ‘Mecanim’. For a full feature support matrix please refer to
Animation Preview
Version 1.2.0
Preface Please note that Animation Preview Pro got released. Overview Animation Preview for Unity allows you to get an idea about how a character looks like in your scene in different poses. You get an overview of all the animations available for a character or you could just mix a specific character with animations of another asset. The Idea Top quality assets like the ones from Malbers Animations have a 100+ animations. A demo scene can’t possibly cover them all. So in order to get an overview of what’s available this asset was developed. But it turned out to become more over time. Once the preview was in I wanted to see how characters look in different environments. For example I created a desert racing scene in which I wanted to have a giant worm rise when the hover bike was driving by. Repeating hitting play, see how it looks, adjust transform (position, rotation scale), start the whole process again was getting time consuming. I rather spend the time on working on a tool to reduce time and effort to get to my desired results. So it suggested itself to extend Animation Preview. It allows you to adjust a model’s transform in the scene and play a clip of your preference to get an idea how it looks. Directly inside the Unity Editor without having to enter play mode. And at some point I purchased the most awesome Kubold animations. I wanted to see how it is to have e. g. a humanoid dragon combined with fighting animations. In a desert scene. Without much time consuming effort on my own, just a quick and easy preview setup. This is what you can do with Animation Preview. Animation Preview vs Animation Preview Pro The very positive feedback Animation Preview had was an impact which I honestly didn't expect. Thank you so very much for your support! After the release you guys had comments and feedback which was really good. So I listend and implemented more features. The Pro version has these additional requested popular features: Frame Step: navigate the animation clips frame by frame Editor Window: the interaction is done via dialog instead of a monobehaviour Auto Assignment: optionally the current selection is used if it has an animator; it's all about saving clicks, getting comfort in using the asset, being quick and saving time Animation Preview Pro is different in the technical implementation, so I had to make a dedicated asset of it instead of an update. Features What Animation Preview is The core features of Animation Preview Play animations in the Unity Editor scene without having to hit play Show a list of animations of the controller Step through each animation and visualize them Quickly open a clip in the project hierarchy, i. e. jump to the animation source Log the clips in the console to get a list of available animations … What this is not Animation Preview works on models and the animations that come with them or with animations of other assets. Playing animations that contain eg blends and logic isn’t in the scope of Animation Preview. Showcase Videos and Screenshots The videos and screenshots are examples of previews put into scene. In case you are interested the descriptions of the videos contain information about which assets were used. Links Unity Forum Media The Logos were created using Animation Preview and these highly recommended assets: Castle Valley Collection HDRP Fighting Animset Pro Drake the Dragonkin