#FlexMotion - Play-on-demand animator

1 messages · Page 1 of 1 (latest)

frozen atlas
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FlexMotion

An easy-to-use play-on-demand animator.

Store page


When I was working on a game prototype featuring different types of ranged and melee weapons, I grew tired of fighting with ever-growing and overly complex animator controllers. I needed to easily transition from one animation set to another through scripting.

Thus I started to develop my own animation system using Unity's Playables. After some months of using and polishing it, I released FlexMotion as my first commercial tool.

📜 Animate with C#
Play animation clips or dedicated assets directly from your C# scripts with ease.
Control how your animations are played using expressive method chaining.

🫨 Easing-based transitions and motion blending
Create smooth transitions between motion layers by setting a time and applying an easing function. Change or interrupt transitions at will.
Blend multiple animations effortlessly using convenient weight computation methods or by manually setting weight values.

🕑 Pose and controllable update rate
Set fixed poses on your characters. Transition smoothly from one pose to another pose or an animation.
Adjust the update rate of your animations to achieve stylistic effects or optimize performance.

🤝 Compatible with Unity components
Mecanim features work out of the box. Blend in and out of a running Mecanim animator controller using a single property.
Fully compatible with the Animation Rigging package through one simple component.

Store page

🏠 Website

💬 Unity forum


Thank you for considering FlexMotion and have a nice day!

frozen atlas
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Version 1.1.0 is now available on the asset store! 🥳

Changelog:

  • **[⭐ New feature][🙋 User-requested] **Allow blending from and to a running Mecanim animator (API).
  • ** [📕 New sample]** Add a sample demonstrating Mecanim animator blending.
    Minor changes and fixes on samples.

Please check it out! 😄

frozen atlas
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📢 As requested by someone via email, I made a demonstration video for the tool.
Hopefully, it will help to get the gist of it~
https://www.youtube.com/watch?v=kCuEN-G6RzA

An easy-to-use play-on-demand animator for the Unity game engine.
Take back control over your animations with FlexMotion!

Links

Key Features

  • Animate with C#: Play anima...
▶ Play video
supple widget
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Please help define it's features and performance against Animancer. Which is another popular code driven animation solution. And I believe the most popular currently in this category.

frozen atlas
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@supple widget Without having tested Animancer myself but having checked out their documentation, I can still say that FlexMotion is certainly simpler to understand and modify. I'm really trying to address a specific set of needs.
There are two main reasons why I decided to make that tool instead of buying Animancer back then: the price (probably justified if you need every feature it offers) and the compatibility with AnimationRigging (the documentation mentioned that modification of weight or target is not supported when an animation is playing IIRC).
That being said, I would love to hear from someone who has some experience using Animancer and FlexMotion. UnityChanThumbsUp

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Also, let me know if you decide to give FlexMotion a try and have any requests or feedback.

frozen atlas
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Version 1.2.0 is now available on the asset store! 🥳

This update introduces allocation-free callbacks via generic methods among other improvements.

Full changelog:

  • **[⭐ New feature] **Layer - Introduce allocation-free callback methods (API).
  • [⭐ New feature] Layer - Add the OnUpdate callback method (API).
  • [⚙️️ Bug fix] Animator - Fix the update rate setting being incorrectly applied with non-manual update modes.
  • [⬆️ Improvement] Animator - Allow the update rate setting to be continuously modified.
  • [⬆️ Improvement][🙋User-requested] Layer - Allow the time callbacks to be repeatable (API).
  • Minor fixes on documentation comments.

Thanks for considering my tool! 🥰

frozen atlas
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📢 Version 1.2.1 is available on the Unity Asset Store!

Just a small patch this time but still worth downloading for anyone using blend positions on FlexMotion assets.

Full changelog:

  • [⚙️ Bug fix] FlexMotion 1D asset – Fix an editor issue that prevented blend positions from being saved.
  • Minor fixes on documentation comments.

Thanks for using FlexMotion! 🤩

nocturne scarab
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Why would I use this instead of Animancer?

frozen atlas
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@nocturne scarab Because it's simpler to understand (and thus modify), cheaper and fully compatible with Animation-rigging. Or just because alternatives are fun to explore.

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But in all honesty, if you already own Animancer, I can understand being hesitant. No worries. Fundamentally the two tools are solving the same problem.
(That being said I wouldn't mind people experienced with Animancer trying out my tool and giving me feedback UnityChanSalute )

frozen atlas
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📢 Version 1.3.1 is available on the Asset store !

This one is big update! 💪

You can now insert animation jobs and preload animation assets.
It also includes many performance and usability improvements.

Changelog:

**[⭐ New feature] **Allow the insertion of AnimationJobs in the animator and layers.
[⭐ New feature] Animator - Add an option to prevent the reuse of non-empty layers on play.
[⭐ New feature] Animator - Add a method to preload animation assets as new layers.

**[⬆️ Improvement] **Animator - Prevent legacy animation clips from being played as they are not compatible with the AnimationClipPlayable type.
[⬆️ Improvement] Animator - Optimize PlayOrResume methods.
[⬆️ Improvement][🙋User-requested] Layer - Add a SetFrameTime method.
**[⬆️ Improvement] **Layer - Add a GetAnimationAsset method.
[⬆️ Improvement] Layer - Add a GetAnimationClip method.
[⬆️ Improvement][🙋User-requested] Editor - Clarify the range of Blend Positions.
[⬆️ Improvement] Layer - Remove useless bool checks when computing clip weights.

[⚙️️Bug fix] Animator - Reused layers do not recreate their playables anymore.
[⚙️️Bug fix] Layer - Prevent the null layer from throwing errors when using some of its methods.
**[⚙️️Bug fix] **Layer - Fix errors from null checks in the editor.
**[⚙️️Bug fix] **Layer - Fix the clip weights not being recomputed when the blend value is set to 0 after layer reuse.

Enjoy! 💫

Use the FlexMotion tool from Mathieu Philippe on your next project. Find this & more animation tools on the Unity Asset Store.

frozen atlas
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📢 Version 1.4.0 is available on the Asset store!

After enduring many challenges with Root Motion, I just bypassed Mecanim entirely. If you are experiencing issues with Root Motion, this update is for you.

And it's not just an improvement, as this feature allows you to filter root motion velocity values per layer. It's convenient if you want, for example, to use the Root motion data of a specific animation among concurrently running animations.

Changelog:

[⭐ New feature] Animator and Layers now include more accurate and stable Root Motion velocity values than the ones provided by Mecanim.

[⬆️ Improvement] Animator - Mask layer weights can now be changed directly at runtime.
[⬆️ Improvement] Layer - Ensure that skipping a motion layer transition also skips the mask layer transition.
**[⬆️ Improvement][[🙋 User-requested] **Editor - Add an inspector for the solo container to avoid issues with global custom inspector plugins like Odin.

**[📕 New sample] **Add a sample demonstrating the new RootMotion system.

[⚙️️ Bug fix] Layer - Make sure the blend weights are applied when modified directly.
[⚙️️ Bug fix] Animator - Fix an error when an active animator is destroyed without being initialized.

Enjoy! 🤩