Body animation
Find guides for giving a Convai character idles, talk motion, walking, and gestures with the code-driven Body Animation module.
Body Animation is the Convai embodiment module that plays a character's idle, talk, locomotion, action, and pointing motion. One component, ConvaiBodyAnimationController, builds and runs a layered PlayableGraph directly against a Humanoid Animator — there is no Animator Controller asset to author. Content comes from a ConvaiBodyAnimationSet you assign, and behavior is tuned in a ConvaiBodyAnimationConfig.
What body animation gives a character
Idle
The character shifts between authored idle variants instead of holding one static pose.
Talk motion
Upper-body gesture clips play while the character speaks, scaled by live speech energy.
Locomotion
NavMesh-synced walking and jogging, with directional starts, stops, and turns when the set authors them.
Actions and gestures
Named clips such as wave or dance, triggered by Convai actions or by your own code through PlayAction.
Pointing
The character raises an arm toward a world position or a moving target and holds it.
Add ConvaiBodyAnimationController to a character through Convai > Embodiment > Body Animation. The SDK ships a default animation set, so a new character moves without you sourcing any clips first.
No Animator Controller asset
Every other Unity animation workflow you may already know — states, transitions, parameters wired in the Animator window — does not apply here. The controller builds its PlayableGraph entirely in code from the ConvaiBodyAnimationSet and ConvaiBodyAnimationConfig you assign, and rebuilds it when either changes. How body animation works covers the layer stack this graph runs.
Where to start
Body animation quick startExplore body animation
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