For the complete documentation index, see llms.txt. This page is also available as Markdown.

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 ConvaiBodyAnimationController already 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

1

Choose a target

Leave Existing Set empty to create a new ConvaiBodyAnimationSet, or assign one to fill gaps in a set you already authored. For a new set, set a Display Name and a New Set Path.

2

Add your clips

Assign a Folder and select Scan Folder to pull in every animation clip under it, or select individual clips in the Project window first and use Add Selected Clips.

3

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.

4

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.


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

Field
Purpose

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.

Field
Purpose

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.

Group
Slots
Unlocks

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

Field
Purpose

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

Field
Purpose

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.


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 gestures

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