Dialogue Animation
Drive body and head gesture animation from dialogue state and emotion using a pooled clip library and an AnimatorOverrideController — no per-clip animator states required.
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Drive body and head gesture animation from dialogue state and emotion using a pooled clip library and an AnimatorOverrideController — no per-clip animator states required.
The Dialogue Animation module drives body and head gesture animations on AI characters using dialogue state and detected emotion as inputs. It runs entirely inside Unity — no animation data is sent to Convai.
How Dialogue Animation works Understand the four-layer animator stack, clip injection mechanism, and how dialogue state and emotion drive animation.
Dialogue Animation quick start Add the controller, assign a library and config, and see gesture animation in Play Mode.
Animation libraries and profiles Author and configure DialogueAnimationLibrary, RuntimeConfig, and bundled Profile assets.
Animator Controller requirements Layer indices, required state names, placeholder clip names, and DialogueAnimatorContract field reference.
Build a compatible Animator Controller Step-by-step guide to creating a four-layer Animator Controller from scratch.
Dialogue Animation usage examples Inspector-only and scripted examples across training, medical, and corporate simulation scenarios.
Follow the Quick Start to get the module running on your first character, then read Animation Libraries & Profiles to understand how to customize clip selection for your scenario.
Dialogue Animation quick startLast updated
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