Dialogue Animation quick start

Add ConvaiDialogueAnimationController to a character, assign a library and runtime config, and verify gesture animation in Play Mode.

Add gesture animation to an AI character using the bundled sample assets. The Dialogue Animation module needs three things: a four-layer Animator Controller with named placeholder clips, a DialogueAnimationLibrary with idle and talk clips, and a DialogueAnimationRuntimeConfig that controls timing. This guide walks through the quickest path using the bundled sample assets.

Prerequisites

  • ConvaiRoomManager and at least one ConvaiCharacter are already in your scene

  • The character GameObject has an Animator component with a humanoid Avatar configured

  • You know the path to the SDK's sample assets: Packages/com.convai.convai-sdk-for-unity/SamplesShared/


Setup

1

Duplicate the sample Animator Controller

In the Project window, navigate to:

Packages/com.convai.convai-sdk-for-unity/SamplesShared/Art/Animations/Dialogue/Controllers/

Duplicate ConvaiSample_Animator Controller and move it into your project's Assets/ folder. Assign it to the Animator component on your character's root GameObject.

The sample controller already has the required four-layer structure and placeholder clips. See Animator Controller requirements for the full layer and clip contract, or Build a compatible Animator Controller if you need to build your own.

2

Add ConvaiDialogueAnimationController

Select your character's root GameObject. In the Inspector, click Add Component and search for Dialogue Animation (or navigate via Convai → Embodiment → Dialogue Animation).

The component appears with empty Library and Config fields and a default Character Gender of Neutral.

3

Assign a library

In the Project window, navigate to:

Packages/com.convai.convai-sdk-for-unity/SamplesShared/Resources/Embodiment/DialogueAnimation/Libraries/

Three bundled libraries are available:

Library
Character style

ConvaiSamplesShared_DialogAnimationLib_Balanced

Professional, measured gestures — suitable for most scenarios

ConvaiSamplesShared_DialogAnimationLib_Subtle

Restrained, low-energy movement

ConvaiSamplesShared_DialogAnimationLib_Expresive

High-energy, expressive gestures

Drag your chosen library into the Library field on the component.

4

Assign a runtime config

Navigate to:

Packages/com.convai.convai-sdk-for-unity/SamplesShared/Resources/Embodiment/DialogueAnimation/

Drag one of the bundled ConvaiDialogueAnimationProfile_* assets into the Config field — or assign a DialogueAnimationRuntimeConfig asset directly.

5

Set character gender

Set Character Gender to match your character rig:

  • Neutral — clips with no gender tag are eligible (default; safe for most rigs)

  • Male — adds Male-tagged clips to the eligible pool

  • Female — adds Female-tagged clips to the eligible pool

A Neutral character only receives Neutral-tagged clips. Male and Female characters receive both gender-specific and Neutral clips.

6

Enter Play Mode

Press Play. Your character should begin playing idle animation immediately. When a conversation starts and the character speaks, the talk layers fade in with gesture animation matching the detected emotion.

Expected result: Idle clips cycle with natural crossfades at rest. When the character speaks, the body talk and head talk layers fade in. The CurrentTalkLayerWeight property on the controller rises above 0 during speech.


Alternative: use a bundled profile

Rather than assigning Library and Config separately, you can assign a ConvaiDialogueAnimationProfile to the Profile slot. A profile bundles Library, RuntimeConfig, AnimatorContract, CharacterGender, and FoundationIdleClip into a single asset.

Three bundled profiles are available at:

Packages/com.convai.convai-sdk-for-unity/SamplesShared/Resources/Embodiment/DialogueAnimation/

Assign ConvaiDialogueAnimationProfile_Balanced, _Expressive, or _Subtle to the profile slot. Individual Library and Config fields on the component take precedence over a profile if both are assigned.


Next steps

Your character now plays gesture animation driven by dialogue state and emotion. Read Animation Libraries & Profiles to learn how to author custom clip libraries, or Animator Controller requirements for the full four-layer contract reference.

Animation libraries and profilesAnimator Controller requirements

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