๐ฆพCharacter Rig
In this section we will set up the character rig.
Last updated
In this section we will set up the character rig.
Last updated
The FPS Animation Framework automates the setup process. Add your character to the scene, right-click on it, and select FPS ANIMATOR Wizard:
Note: this tool will automatically find and assign all the important bones. It is recommended to double-check the references, as sometimes real bones can be confused with other game objects.
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.
You can select one from the FPS Animation Framework package:
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:
Tip: instead of hardcoding the user inputs in a class or a struct, this dynamic approach gives you more flexibility.
To create a UserInputConfig manually, right-click in any folder and go to Create/KINEMATION/Input Config:
Note: even though you can manually create an Input Config, it is recommended to use an example asset from KINEMATION/FPS Animation Framework/Assets folder. You can find out more here: Input System
Once the Input Config is created or/and assigned, let's find out what the Rig Asset is.
Tip: One of the groundbreaking features implemented in the FPS Animation Framework is the new way of storing information about the character skeleton - Rig Assets. They contain all the crucial information about the character, and they are used to dynamically select Rig Elements, Rig Chains, and Curves in the Editor.
You do not have to manually create a Rig Asset - it will be automatically created when you press the Setup Character button:
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:
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.