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AgentLumi

Skill · Version 1.0.0

Unity animation and rigging

Connects Unity character skeletons and animation clips with clear movement ownership. Tunes blending, masks and runtime constraints so animation and physics do not fight over the same motion.

unity-animation-rigging

See how it helps

When is it useful?

Use it when retargeting, root motion, layered animation or procedural aiming produces sliding, distortion or competing movement.

What does it help you do?

  • Checks avatars, bone mapping and real imported clip settings.
  • Assigns motion authority across animation, physics and controller.
  • Tests blend ranges, layer masks and ordered constraint contributions.

Try asking this

Set up a Unity character that runs while aiming a bow. Verify imported bone mapping, blend lower-body locomotion with an upper-body aiming layer and define who moves the root. Test turning, stopping and weapon changes to catch foot sliding, twisted shoulders or constraints left active after unequipping.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Animation, Rigging and Motion Integration

Inspect Unity, Animation Rigging and Timeline versions, rig/avatar type, source skeleton and motion ownership. Use the installed packages' lifecycle and APIs; do not assume the upstream toolkit or package pins are present.

  • Check the imported avatar and actual clip sub-assets before building a controller. Verify bone mapping, scale, rest pose, clip ranges, loop settings and retargeting against the intended character.
  • Root motion is a per-clip/per-axis choice. Specify which system applies translation, rotation and gravity; avoid applying an already-integrated animation delta as a velocity or adding a jump's vertical displacement twice.
  • Give blend-tree coordinates meaningful measured speed/turn units. Test the authored range, transitions, interruption and return to idle; diagnose foot sliding against clip motion and controller speed.
  • Inspect layer order, weights, masks and additive reference poses. Prove the actual contribution on the affected bones rather than relying on a universal layer-priority shortcut.
  • Constraint order and hierarchy affect the result. Solve dependent body/aim/hand targets in a deliberate order, clamp practical target ranges and fade weights where necessary. Avoid rebuilding a rig each frame.
  • Preserve avatar, prefab and clip references when changing import settings. Scope reimports and retain a clean way to reproduce the setup.
  • For Timeline, verify track bindings, signals/markers, interruption and restoration of normal animation/camera authority. Editor scrubbing alone does not verify runtime notifications.

Verify the same clips on representative rigs, locomotion contact, extreme aim targets, transition interruption, pause and pooled reuse. Capture visual evidence and measured drift/contact errors where tooling permits.

Reference: installed Animation Rigging documentation; choose the installed package version.

Included files 2

  • LICENSE.txt
  • SKILL.md