{"repo":"loyal-studio/Honami-Animation-System","free":true,"listed":false,"github":"https://github.com/loyal-studio/Honami-Animation-System","clone":"git clone https://github.com/loyal-studio/Honami-Animation-System.git","description":"Honami Animation System is a complete, from-scratch alternative to Unity's built-in Animator. Designed for Unity 6, it gives you a powerful node-graph editor, built-in procedural rigging and seamless Timeline integration - all at zero runtime allocation cost.","language":"C#","stars":251,"topics":["animation","animator","unity","unity3d","csharp","unity-asset","unity-package","unity-timeline","unity6"],"license":"MIT","category":"game-templates","readme_excerpt":"Animate anything in Unity the way you edit video - visually, in the UI, with almost no code. A UI-first animation system for Unity 6 · Node graph · Timeline editors · Rig-agnostic · Zero-allocation runtime Overview Honami replaces Unity's Animator Controller with a set of visual editors. You author states, transitions, blends, masks, events, clips and sequences in dedicated tools that feel like a video editor - drop things on tracks, scrub, preview, tweak. Under the hood it builds and drives its own PlayableGraph (the standard Unity Animator stays on the object with its Controller slot empty), with an allocation-free evaluation loop. It drives anything with an Animator - characters and creatures, but also weapons, vehicles, machines, doors, cameras and props. Characters are the hard case it's built for; a door or a turret is trivial next to that. In practice the animator does the graph and the programmer writes gameplay code. That's the whole division of labour. Table of contents - Minimal code, by design - The Honami Timeline - The node graph - Sub-Nodes - Transitions - Parameters - Weighted, per-bone masks - The event system - Reuse: override controllers & inheritance - The Linked Brain - Built-in rig system - Performance - Scripting API - Honami vs. the built-in Animator - Honest scope - Migrating from Mecanim - Roadmap Minimal code, by design Almost everything lives in the editors, no scripting required: - States, transitions and layers - drawn in the node graph. - Blend ","default_branch":null,"files":null,"tree":[],"storefront":"/r/loyal-studio","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/loyal-studio/Honami-Animation-System/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}