MaharajaStudio MSMotion — Animate. Simulate. React. All in One Place.
Create complex, FX-driven animations in minutes—without writing a single script.
Your game's attack has a sword trail. A footstep kicks up dust and plays a crunch. A leap follows a perfect arc and lands with a camera shake. MSMotion is built around this reality
— it is the only Unity tool that connects your animations, visual effects, physics, and gameplay logic on a single shared timeline.
No more jumping between an Animator window, a Particle System, and a script. MSMotion does it all, in one editor, with real-time preview — and zero performance cost at runtime.
🌟 Why MSMotion Is Different
Most animation tools stop at the clip. MSMotion starts there and goes much further:
🎛️ The Composition Editor
This is your main workspace. Think of it like a video editor, but for character animation and gameplay events.
🔹 Stack unlimited layers — blend full-body animations, upper-body overrides, and physics reactions all at once.
🔹 Mix Override and Additive layers with AvatarMasks — for perfect upper/lower body blending.
🔹 Every layer accepts Animation Clips, Pose Holds, IK Nodes, Physics Nodes, and FX Events as slots.
🔹 Drag, trim, split, duplicate, and ripple-delete any slot — a full non-destructive editing workflow.
🔹 Set crossfade curves per slot with 6 transition shapes.
🔹 Place color-coded Markers to annotate combo windows, impact frames, or cutscene beats.
🔹 Real-time IK handle dragging in the Scene View — keyframes write back automatically.
🧩 Modifier Nodes — The Power Behind the Animator
These are stackable, timeline-driven solvers that run live on top of your animation:
🦾 IK Override Node — Keyframe a hand or foot position in world space over time. Drag interactive handles in the Scene View. Add Squash & Stretch on impact frames — all without touching the base clip.
👣 Foot IK Node — Automatically plants feet on uneven terrain, stairs, and slopes. Handles pelvis drop, foot locking, and toe rotation. Works out-of-the-box on Humanoid rigs, and supports Generic rigs via manual bone mapping.
👀 Look-At Node — Makes a character's head, spine, and eyes smoothly track a target. Includes realistic eye micro-jitter (saccades) and soft angle limits. Reusable across any character.
🌊 Jiggle Physics Node — Secondary motion for hair, tails, capes, and chains. Add wind, turbulence, gravity, and collision bodies. Results feel physical and alive, not hand-keyed.
🛤️ Spline Trajectory Node — Draw a Bezier path in the Scene View and the character follows it during playback. Great for dashes, leaps, and cutscene movement — with ground snapping and banking.
🔒 IK Lock Node — Freeze a hand or foot to a surface contact point while the body continues to animate freely.
✨ FX & Gameplay Event Nodes
Place events directly on the composition timeline, in sync with your animation:
🔁Asset Overrides: Change the look of spawned effects without making new composition— just override the properties you need at runtime with you script or using FxRegistry.
🔊 Audio — Trigger a sound at any frame, with volume, pitch, and 3D distance settings.
💥 Particle FX — Spawn particles attached to any bone, with movement paths and blend envelopes.
🎇 VFX Graph — Drive Unity VFX Graph effects and their parameters from the timeline.
📷 Camera Shake — Cinemachine Impulse shakes triggered on a specific frame.
📦 Spawn FX — Instantiate any prefab (sword trails, decals, muzzle flashes) from the timeline.
🦴 Transform FX — Animate any bone or object property from the timeline (great for eye blinks, wing folds, shield raises).
⚙️ Script Event — Notify your own C# code at any point in the animation, passing typed parameters (float, int, bool, string, or GameObject). Great for signalling gameplay systems, triggering sound managers, or driving UI — pair it with the runtime query API for critical logic.
Change the look of spawned effects per-character without making duplicate prefabs — just override the properties you need, per slot.
🎬 Animation Editor
For when you need to go deep into a clip:
🔓 Extract any locked FBX animation into a fully editable .anim asset in one click.
✂️ Trim, scale, reverse, insert, and crop time ranges directly.
📐 Edit individual keyframes — time, value, tangents, and tangent modes.
🔁 Mirror animations, smooth curves, remove redundant keys, and extract root motion.
🎯 Move bones in the Scene View and Auto-Key writes the keyframes for you.
👻 Ghost preview — edit a clip while seeing the full composition context blended behind it.
⚡ Runtime — Zero GC. Maximum Performance.
At runtime, MSMotion uses Unity's low-level PlayableGraph API. There are no Animator Controller state machines. No GC spikes. No string lookups.
▶️ Play, CrossFade, and sequence animations with a simple C# API.
🎭 Unlimited animation layers, allocated only when needed.
🎚️ FX events fire frame-accurately alongside the animation, with automatic intensity scaling during crossfades.
🔗 IK constraints activate and deactivate per animation — point a hand at a weapon target with one line of code.
♻️ All audio and particle effects are pooled — zero Instantiate/Destroy calls during gameplay.
🛠️ Compatibility
Engine: Unity 6 and above
Rig Support: Full support for both Humanoid and Generic rigs
Source Code: Full C# source included — no DLLs, no black boxes
Optional Integrations: Cinemachine · Unity VFX Graph · Unity Animation Rigging
Documentation: Full guides included in the Documentation folder and Website
📞 Support & Community
📧 Email: maharajastudiocustomerservice@gmail.com
🌐 Website: link
💬 Discord: link
📖 Docs: Online Docs
▶️ Tutorials: link
MSMotion is built for developers who want AAA-quality animation pipelines without sacrificing performance, flexibility, or creative control.