In this lesson, you will learn how to install and prepare the Unity Animation Rigging package to enable procedural bone manipulation for your character models.
While standard animations provide pre-baked movement, procedural rigging allows you to dynamically adjust your character's skeleton at runtime—such as making a character’s hand track a target or their head look toward an enemy. To begin, navigate to the Window > Package Manager menu, select Unity Registry, and install the Animation Rigging package.
Once installed, you must prepare your character’s hierarchy to support these constraints. Select your character's root transform and use the menu Animation Rigging > Rig Setup. This automatically adds a RigBuilder component to your object and creates a new Rig game object child. The RigBuilder component is the engine that evaluates your constraints; it requires a list of "Rig Layers" to determine the order and weight of your procedural influences.
Inside the Rig game object, you will create a specialized hierarchy that houses your Constraints. You can create these by selecting a bone in your character hierarchy and choosing Animation Rigging > Bone Renderer to visualize your skeleton, or by adding a specific constraint component (like TwoBoneIKConstraint) to a child object.
Here is the essential workflow for a constraint:
- Source Objects: Create empty game objects to serve as "Targets" (where you want the bone to go) and "Hints" (for directional influence like elbow orientation).
- Setup: On your constraint component, assign the
Root,Tip, andTargetreferences. - Weighting: The
Weightproperty on the constraint allows you to blend between standard animation and your procedural rig. You can animate this value during your gameplay to transition smoothly from "walking" to "interacting with an object."
By setting this up, you create a bridge between your rigid animations and dynamic, reactive character movement, which is essential for professional-grade game feel.
Key Takeaway: The Animation Rigging package uses a RigBuilder component to evaluate procedural constraints, allowing you to layer dynamic bone movement on top of your existing animation clips.