Diese Woche bei den Top 5 Unity Assets – Tools Animation – 2023.

Wir haben für euch die Top 5 Unity Assets – Tools Animation – 2023 zusammen gestellt.

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Ohne groß durm herum zu reden:




Platz 5 – SALSA LipSync Suite

Originalbeschreibung:

youtube | website | unity forum | documentation | email

The SALSA LipSync v2 suite has been completely re-written to provide more flexibility, a much higher degree of perceived accuracy, and more advanced animation technologies for your character models. Mix and match blendshapes, transforms, sprites, textures, Animator parameters, C# events, etc. to create unlimited viseme and emote expressions. Expression components can now be reused within and across modules without conflict. The Suite includes three product modules to simplify 2D/3D lipsync, eye/head movement, and emote expression projects:

SALSA LipSync
Simple Automated Lip Sync Approximation provides high quality, language-agnostic, lip sync approximation for your 2D and 3D characters. Audio dialog files are processed in real-time with our new look-ahead technology to reduce/eliminate timing lag. Audio processing works equally well with 2D or 3D audio configurations. You will get amazing results without labor intensive phoneme mapping or baking.

EmoteR
The emote randomization engine works alone or along-side SALSA and Eyes to drive random, emphasis-timed, repeating, or manual expression animations. Link with SALSA to add emphasis emotes with audio-based timing. Emotes are fired with priority over other expressions and seamlessly blend in and out using our new QueueProcessing technology to manage animation and overriding priority.

Eyes
This module focuses on eye, eyelid, and head animation (and tracking). Allow your character model to randomly look around or configure her to focus on a target object with advanced micro-movements to eliminate static, robot-stare. Take control over vertical and horizontal saccade movements for more realism. And, if your model supports it, enable the new eyelid tracking option for the ultimate animation nuance.

Custom component inspectors enable code-free configuration options, while our simple API provides behind-the-scenes accessibility from any Unity supported scripting language.

Check out the documentation for more detailed information.
Supports the latest OFFICIAL RELEASE versions of Unity (v2019.4+).
NOTE: Some add-ons/integrations may require newer Unity versions.
Tested on Windows, Mac, Linux, Android, iOS, and Universal Windows Platform. WebGL lipsync is only supported when combined with our Amplitude asset.

Works with:
•Autodesk (ACG) (OneClick setup available)
•DAZ3D (OneClick setup available)*
•Fuse Character Creator (OneClick setup available)
•Reallusion iClone/CC3 (OneClick setup available)
•UMA DCS (OneClick setup available)
•Create your own OneClicks
•Any model or modeling system with sufficient facial animation controls (see requirements)

•Adventure Creator
•Amplitude for WebGL
•Cinema Director
•Cinematic Sequencer – SLATE
•Dialogue System for Unity
•Dissonance Voice Chat (multiplayer lipsync)
•Master Audio Playlists/Groups
•MorphMixer (BlendShape mixing)
•NodeCanvas
•Photon Voice (multiplayer lipsync)
•Playmaker
•Real-time microphone lip-sync
•RT-Voice (runtime text-to-speech)
•TextSync (text-to-lipsync)
•Unity Timeline

*DAZ3D OneClick setup supports Genesis (2, 3, 8, 8.1) and Emotiguy models.
** The Suite core packages are compiled. Add-ons include source code unless otherwise noted…




Platz 4 – UMotion Pro – Animation Editor

Originalbeschreibung:

Powerful Animation Editor for animating any type of 3D model right inside Unity.

Powerful Animation Editor for animating any type of 3D model right inside Unity.

Reduce development time by fine tuning animations even while being in play mode.

No CPU overhead: UMotion produces Unity animation clips that require no run-time components.

PRO FEATURES

⭐ NEW: FBX Export on Windows and Intel based Mac OSX (*1)

use animations created in UMotion in 3D modeling applications.

⭐ Unity Timeline Integration

edit animation clips used in Unity Timeline.

⭐ Import Mocap (*2) and 3rd Party Animations

from the Asset Store or any modeling application.

⭐ Animation Layers

use additive/override layers to modify animations without touching existing keys.

Inverse Kinematics

advanced IK solution with IK Pinning and FK/IK Blending.

Child-Of Constraint

change parenting during an animation.

Convert Animations to IK

edit existing animations as if they have been created using your IK setup.

(*1) Please note that the FBX export on Apple M1 based products is not yet supported.

(*2) In order to maintain good editing performance it is not recommended to import mocap animations longer than 2 min.

COMMUNITY FEATURES

Includes all features of your favorite free animation editor: UMotion Community

NEW: Muscle Groups

NEW: Weighted Tangents

Bone/Transform Animations

Animate GameObject Components

Animate in Play Mode

Humanoid, Generic and Legacy

Root Motion

Animation Events

and much more

UMotion offers everything you need to create high quality animations.

LEARNING MATERIAL

Learning UMotion is easy thanks to the detailed HTML based manual that is kept in the same style as Unity’s.

The high quality video tutorials are organized into small chapters and are coming straight to the point:

UMotion General – Video Tutorials

UMotion Professional – Video Tutorials

UMotion „In Practice“ – Video Tutorials

Please note that animating is a creative process that will require some practice in order to create good results.

UMotion’s learning material is designed to assist you as much as possible.

TECHNICAL SUPPORT

Please use the official Question Answer forum. No login required, questions will be answered by the developer.

Homepage | Online Manual | Unity Forum | Twitter | Facebook



Platz 3 – Simple Waypoint System

Originalbeschreibung:

Used by thousands of developers, Simple Waypoint System allows you to create paths right within the editor, then tell any game object to follow your path via movement scripts.

Web Player
Interested? Ask me on the Unity forum.
For additional resources, see my website.

Features:
* Linear, curved, bezier and NavMesh paths
* Movement scripts with various loop types
* Orientation to paths, delays, reverse & more
* Tween movement makes use of DOTween (included)
* NavMesh movement using Unity Navigation
* Call own methods at waypoints with UnityEvents
* Waypoint Rotation Mode: orient objects to waypoint rotations
* Mecanim Animator Controller support
* Advanced example scenes, fully documented
* Quick start docs get you going right away
* PlayMaker support

10 Example Scenes:
* Spline paths
* Bezier paths
* NavMesh paths
* Advanced samples
* Events
* Player Input
* Runtime API
* Camera Input
* Rapid Input
* Waypoint Rotation

Sample Assets by Unity Technologies…




Platz 2 – Dynamic Bone

Originalbeschreibung:

Dynamic Bone applies physics to character’s bones or joints. With simple setup, your character’s hair, cloth, breasts or any part will move realistically.

Features
– Very easy to setup, no programming required.
– Fast and stable physics simulation.
– Works with Mecanim and legacy animation.
– Support all versions of Unity, mobile friendly.
– Full source code included.

Video
Forum Thread

If you are not sure is Dynamic Bone works for you, please mail [email protected] to request for an evaluation version…




Platz 1 – Final IK

Originalbeschreibung:

The final Inverse Kinematics solution for Unity.

What can I do with Final IK?

Take a look at over 30 (and counting) demo videos on YouTube.

What does it contain?

VRIK

Baker

Full Body Biped IK

Biped IK

CCD IK

Multi-effector FABRIK

Look-At IK

Aim IK

Arm IK

Leg IK

Limb IK

Rotation Limits

Grounder

Interaction System

+ 62 Demo scenes with example scripts for all components

How does it perform?

Desktop

Mobile

VR

Links

Publisher’s Website

Support

Help, Community Support Tickets

Online User Manual

Online Script Reference

Discord

E-mails

[email protected]

[email protected]

What are your plans for the future?

Continue improving Final IK, it’s documentation and add more features. I will be concentrating mostly on developing the Full Body IK and VR IK part of the package, based on Your feedback and practical use cases.

Anything else I should know before buying?

Make sure to read the Online User Manual about the components that interest you the most.

There is a section about the requirements and limitations of each component.

Looking forward to working together,

Partel Lang – developer of Final IK



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