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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

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Editor for creating animation state machine.

Motion matching data editor:

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In this editor we can add a lot of data to Motion Matching Data asset, such as: