Animation Tools

Animation Tools is a growing collection of Unity Editor tools built to streamline animation workflows — from dialogue and lip-sync to randomised idle states, animator behaviour scripting, and fixing broken animation references.


Designed for animators who want to move faster and spend less time wrestling with the editor.


📖 Full documentation: https://ludichris000.github.io/Animation-Tools-Docs/


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🎵 AUDIO TIMELINE

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Visualise and scrub through an audio file in perfect sync with Unity's Animation window. Designed for dialogue animation and lip-sync, but works equally well for any timed action — footsteps, combat swings, gun reloads.


• Waveform display docks directly below the Animation window

• Red playhead tracks the animation scrubber in real time

• Mute toggle for silent Edit mode work

• Works with any AudioClip format Unity supports


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🖼️ MESH MATERIAL SWAPPER

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Click a thumbnail. Keyframe a mouth shape. Done. The Material Swapper displays your materials as clickable thumbnails — clicking one swaps the mesh material and automatically places a keyframe in record mode.


• Scriptable Material Library asset for organising mouth shapes, eye textures, and more

• Thumbnail previews generated automatically from your materials

• Category system for organising large material sets

• Pairs perfectly with Audio Timeline for rhythm-accurate lip-sync


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🧠 ANIMATOR BEHAVIOUR TOOLS

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A set of StateMachineBehaviour scripts that fire automatically on state enter, exit, or transition — no custom code required.


Included behaviours:

• SetAnimLayerWeight — enable or disable animator layers automatically

• SetMultipleAnimLayerWeight — control multiple layers at once with a comma-separated list

• SetBool — set a boolean parameter on state entry or exit

• SetTrigger — fire a trigger at a chosen moment in the state lifecycle

• ChooseRandomState — randomly route to one of several animations inside a Sub-State Machine, perfect for varied idles and attack variations


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🔗 ANIMATION MISSING REFERENCE FINDER (NEW)

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When a GameObject is renamed or a hierarchy is restructured, animation binding paths go yellow in the Animation window. Fixing them manually — hunting through the Animation window or editing .anim files in a text editor — is tedious.


The Animation Missing Reference Finder automates the whole process.


• Scans selected clips, all clips in the project, or the currently open clip in one click

• Groups all broken properties by path so you fix a GameObject once, not once per property

• Auto-resolve searches the active scene hierarchy and suggests the corrected path automatically

• Fuzzy matching handles renames — if the name changed slightly, it finds the closest match and flags it for review

• Editable suggested-fix field lets you type a path manually when auto-resolve can't find it

• Fix All, Fix Selected, or Apply per-row — full Undo support throughout

• Read-only asset detection prevents accidental edits to package clips


Open via: Tools → Animation Tools → Animation Missing Reference Finder