๐ŸฆพCharacter Rig

In this section we will set up the character rig.

Wizard Setup

The FPS Animation Framework automates the setup process. Add your character to the scene, right-click on it, and select FPS ANIMATOR Wizard:

Wizard Tool Window.

After that, we need to assign an Animator Controller - you can either use yours or the one from the demo project.

Next, we need to assign Input Config - a crucial data asset the entire system depends on.

About Input Config

You can select one from the FPS Animation Framework package:

Input Config asset.

Input Config contains runtime properties, which will be used in our system. It is essential for communication between the FPS Animation Framework entities and your custom code. It is very similar to the Animator Controller parameters but with way more customization features:

Input Config.

To create a UserInputConfig manually, right-click in any folder and go to Create/KINEMATION/Input Config:

Once the Input Config is created or/and assigned, let's find out what the Rig Asset is.

About Rig Asset

You do not have to manually create a Rig Asset - it will be automatically created when you press the Setup Character button:

Press this button.
How to create a Rig Asset manually

Right-click in any folder and go to Create/KINEMATION/Rig.

Once you have created and/or assigned a Rig Asset, make sure to press the Setup Character button. This will create a subfolder in the current directory with the rig asset in it. Now let's see what this Scriptable Object contains:

Rig Asset.

The Rig Asset contains all the information about your character skeleton, including:

  • Hierarchy - actual hierarchy of your character.

  • Element Chains - an alternative to Avatar Masks.

  • Curves - Playable curves for dynamic animations (e.g. reloading, grenade throw, etc.)


The character skeleton is now ready, in the next section we will learn more about the framework components.

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