Awesome
MotionMatchingByDreaw
Animation system for Unity engine based on motion matching
New Assets (by class names):
Editor assets:
Data Creator or DataCreator_New - stores data and animations to calculate "Motion Matching Data" asset <br/> Data Creator Trajectory Settings - stores past and future times of trajectory points needed to create trajectory<br/> Motion Matching Bone Profile - stores information about bones witch will be used to match animations<br/> Motion Matching Data - stores calculated data (trajectory and pose) for specific animations, this assets are created by editors which use Data Creator or DataCreator_New. This asset can be edited in Motion matching data editor
Runtime assets:
Motion Matching Animator_SO - asset which represent animation state machine controller (like mecanim animation controller)<br/> Native Motion Group - asset which represent one or more animations. This asset need to be placed in states of Motion Matching Animator_SO. <br/> Section Dependencies - stores information about sections (time intervals) of animation
Components:
Motion Matching Component - component equivalent to unity Animator component.
Trajectory Maker - component responsible for creating trajectory which is passed to Motion Matching Component. This is my own implementation and of course it can be replaced.
Editors:
Motion matching state machine graph editor
Editor for creating animation state machine.
Motion matching data editor:
In this editor we can add a lot of data to Motion Matching Data asset, such as:
- Sections - time intervals in animation, wchich can be used as:
- time intervals during which the transition conditions should be checked
- time intervals where motion matching finding should find next animation
- Conatct points - points which are used in contact state of Motion Matching Animator_SO to move character betweem points specified in game world (they can be used to implement parkour)
- Curves - works like curves in normal animation, but theirs values are evaluated in LateUpdate.
- Animation Events - worls like events in normal animations but are fired in LateUpdate
- Bone Tracks - experimental
- Animation Speed Curve - it is curve which represent animation speed multiplier