Build an animation set
Assemble your own animation set from a folder of clips using the Create Animation Set wizard, or by authoring entries field by field.
Build your own ConvaiBodyAnimationSet when the SDK's shipped set does not match your character — a different archetype, gender, or creature rig. Use this page once you have a folder of Humanoid animation clips ready to assign, or when you need to hand-author individual idle, talk, action, or pointing entries.
Prerequisites
Humanoid animation clips for your character. Clips named with the Convai convention (
Walk,Jog,WalkStart_90L,Point_CF, and similar) can be auto-matched by the wizard below; clips with other names are still usable, but the wizard does not auto-match them.A
ConvaiBodyAnimationControlleralready added, if you are building a set for a specific character — see Body animation quick start.
Open the Create Animation Set wizard
The wizard has no menu item of its own. Open it from either place its result is used:
The Body Animation Editor window's Content mode — open the window from Convai > Body Animation Editor, then select Create Animation Set….
The component inspector's setup checklist, when no animation content is assigned — select Create Animation Set… in the note below the checklist.
Match clips and build the set
Review the matched proposals
Select Match Clip(s) By Name. Clips named with the Convai convention are proposed against a slot — Idle, Talk, Locomotion, Pointing, or Action — each as an editable row with a confidence badge (Match, Guess, Review, or Unrecognised). Nothing is written to any asset yet. Clips the matcher does not recognise are listed and excluded by default; assign a category yourself to include one.
Build the set
Select Build Animation Set. The wizard writes the confirmed proposals into the target set, generates the upper-body overlay mask automatically when the content needs one, and runs the Clip Motion Analyzer over every locomotion clip it wrote — the step that keeps feet from sliding. A report lists what was written, what was skipped, and current locomotion coverage.
Expected result: a ConvaiBodyAnimationSet asset at the path you chose, with its Idle, Talk, Locomotion, Action, and Pointing content already populated and measured — ready to assign to a ConvaiBodyAnimationController.
Author entries by hand
Everything the wizard does can also be assembled field by field, on the ConvaiBodyAnimationSet asset directly or in the Body Animation Editor's Content mode.
Idle entries
Clip
A looping Humanoid clip with Loop Time enabled.
Weight
Relative random-selection weight. 0 disables the variant.
Affinities
Optional EmotionAffinity entries that bias selection toward this variant when a matching emotion is dominant.
Talk entries
Talk entries are also used, unchanged, for the optional Listen and Think pools.
Clip
A looping Humanoid clip with Loop Time enabled.
Weight
Relative random-selection weight.
Coverage
UpperBody (safe while moving) or FullBody (only honored while stationary).
Additive
Plays the clip as an additive delta over the base pose instead of overriding it. Requires an additive reference pose baked into the clip's import settings.
Additive Clip
An optional additive-baked twin used while the character walks, so arm swing survives under the gesture.
Intro Clip / Outro Clip
Optional one-shot lead-in and wind-down. Both must have Loop Time off.
Affinities
Optional emotion-based selection bias, same as idle entries.
Locomotion clips
The LocomotionSection holds 26 named clip slots, grouped by what they add. Only Walk is required for basic movement — every other slot unlocks an individually optional feature.
Movement loops
Walk, Jog
Basic walking and jogging.
Walk starts
Forward, 90° left, 90° right, 180° left, 180° right
Directional starts from a stationary idle.
Jog starts
Forward, 90° left, 90° right, 180° left, 180° right
Directional starts into a jog.
Walk stops
Left plant, right plant, low speed, abrupt
Planted stop performances instead of a plain idle blend.
Jog stops
Left plant, abrupt
Planted stop performances at jog pace.
Speed changes
Walk-to-jog left/right, jog-to-walk left/right
Blended gait transitions instead of a hard speed cut.
Turn in place
90° left, 90° right, 180° left, 180° right
Animated turns instead of a strafing rotation.
Each slot pairs a clip with measured motion metadata (authored speed, distance, and yaw) that the Clip Motion Analyzer fills in automatically — building through the wizard or pressing Measure Clips on the set's inspector runs the analyzer for you; you do not fill this metadata in by hand.
Actions and gestures
Action Name
Primary name PlayAction and Convai actions match against, case- and separator-insensitive.
Aliases
Extra names that resolve to the same entry.
Clip / Intro Clip / Outro Clip
Main clip plus optional one-shot lead-in and wind-down.
Mask Mode
FullBody (suspends locomotion while it plays), UpperBody, or CustomMask.
Loop Mode
PlayOnce, LoopCount (repeats Loop Count times), or HoldUntilStopped.
Speed
Playback speed multiplier.
Suspends Locomotion
On by default for full-body actions.
Interruptible
Whether a newly requested action may interrupt this one mid-playback.
Cue
Optional semantic tag (for example Affirmative) a peer module can request without knowing this entry's name.
Anchor Options
Default approach offset and facing for PlayActionAt — see Play actions and gestures.
Allow Conversation Overlays
For a full-body HoldUntilStopped action, keeps talk and pointing overlays alive instead of ducking them to zero.
Ambient
Tags the entry as content the character may perform on its own when idle for a while. Has no effect until enabled in the config.
Pointing entries
Clip
A raise-hold-lower pointing gesture clip.
Yaw Degrees
Character-local yaw the clip points at (0 forward, + right, - left).
Pitch Degrees
Character-local pitch (+ up, - down).
PointAt picks the authored entry angularly closest to the requested direction, so you do not need to author all 15 pointing directions — a handful spread across the compass already gives reasonable coverage.
Verify the set
Select Measure Clips on the set's inspector, or in the Body Animation Editor window's Content mode, to re-run the Clip Motion Analyzer after changing clips by hand. Review the set's findings — a missing upper-body mask, a non-looping idle clip, or a duplicate action name each appear as a listed issue with a severity.
Expected result: no release-blocking findings remain, and assigning the set to a ConvaiBodyAnimationController plays idle and talk motion in Play mode.
Troubleshooting
See Troubleshoot body animation for feet sliding, a missing upper-body mask, and other authoring issues.
Next steps
Body animation quick startConfigure locomotionPlay actions and gesturesLast updated
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