Use Animation Rigging to create and organize sets of constraints to address your rigging needs. For example, you can create deform rigs with procedural secondary animation to control character armor, props, and accessories. You can create world interaction rigs (sets of IK and Aim constraints) for interactive adjustments, targeting, and animation compression correction.
This documentation describes how to setup a simple Animation Rig. This documentation also includes detailed information on the constraints included in the Animation Rigging package.
To get started, consult Rigging Workflow for the main components necessary for defining and using an Animation Rig. The Rigging workflow topic includes suggestions on additional components and constraints that you can define for props, accessories, or additional rig controls.
The Animation Rigging Menu topic describes utilities that help with the rigging workflow. The Bidirectional Motion Transfer topic describes an additional workflow option for transferring motion back and forth between an animation rig and a skeleton.
The Animation Rigging package includes predefined constraints for defining your own animation rigs. See Constraint Components for detailed information on each predefined Constraint component.
This version of Animation Rigging is compatible with the following versions of the Unity Editor:
- 2020.1 and later with .Net 4.x scripting runtime
Document revision history
|Jan 21, 2020||Editing pass and restructure of package documentation|
|Nov 12, 2019||Added Bidirectional Motion Transfer workflow and updated images|
|Nov 23, 2018||First draft of package documentation|