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6000.3.10 or later
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Pacemaker

by GameSmith (opens in new tab)

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Create procedural Humanoid Idle, Walk/Run and Strafe/Turn animations directly inside Unity using parametric controls and real-time preview.

Price $15.99

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Pacemaker screenshot 1

Pacemaker screenshot 1

About this asset

Pacemaker Humanoid Procedural Animation Creator is a powerful Unity editor tool that generates realistic Idle, Walk, Run and Strafe animations entirely through procedural parameters.

Instead of relying on motion capture or external animation software, this tool allows developers to build high-quality humanoid animations directly inside the Unity Editor using intuitive sliders and real-time preview.

The system drives Unity’s Humanoid muscle system, ensuring the generated animation clips remain compatible with any humanoid avatar.

Animations are generated mathematically using parametric motion curves, allowing precise control over movement characteristics such as body sway, leg swing, arm motion, breathing, head movement, and root motion.

Developers can quickly iterate on animation styles, save reusable presets, and generate animation clips ready for use in gameplay systems such as locomotion controllers, AI characters, or prototypes.

All settings have full tooltips explaining their usage.

Key Features

Procedural Animation Generation

Generate humanoid animation clips entirely through procedural motion.

Supported animation types:

  • Idle
  • Walk/Run
  • Strafe/Turn (Left / Right)

No external animation tools required.

Real-Time Scene Preview

Preview animations directly on the character in the Scene view before generating clips.

Preview modes include:

  • Idle preview
  • Walk/Run preview
  • Strafe/Turn preview

This allows fast iteration when adjusting parameters.

Parametric Motion Controls

Adjust detailed motion parameters for each body part:

  • Head
  • Torso
  • Arms
  • Legs
  • Hands

Examples of adjustable parameters include:

  • Pelvis bob
  • Spine lean and sway
  • Arm swing
  • Leg swing
  • Knee bend
  • Ankle lift
  • Wrist rotation
  • Finger curl and spread
  • Head movement and idle look behavior

Strafe Animation Support

Create realistic lateral movement animations including:

  • Directional strafing (Left / Right)
  • Rotational turning (Left / Right)
  • Lead and trailing leg motion
  • Natural body sway
  • Synced or individual arm movement
  • Optional root motion

The strafe system uses a lead-step and follow-step cycle to simulate natural sideways locomotion.

Root Motion Support

Animations can optionally include root motion.

Control:

  • Root motion axis
  • Root rotation
  • Movement distance per cycle
  • Direction

Root motion is authored directly into the animation clip.

Humanoid-Compatible Output

Generated animation clips are written using Unity's Humanoid muscle system, ensuring compatibility with:

  • Any Humanoid avatar
  • Mecanim animation controllers
  • Retargeting across characters

Animation Export Modes

Multiple export options are available:

Single clip

Split clips:

  • Upper body
  • Lower body

Merged full-body clip

This allows flexible integration into animation systems and blend trees.

Preset System

Save and reuse animation configurations using ScriptableObject presets.

Preset types:

  • Idle Presets
  • Walk/Run Presets
  • Strafe/Turn Presets

Presets store all animation parameters and can be applied instantly to recreate or modify existing animation styles.

Designed for Fast Iteration

The tool is built for rapid animation prototyping.

Typical workflow:

  1. Adjust parameters
  2. Preview animation in the scene
  3. Generate animation clip
  4. Use the clip in your Animator Controller

From the publisher's Asset Store listing.

Technical details

The system generates animations by manipulating Unity Humanoid muscle values using procedural motion curves.

Animation clips are generated programmatically and saved as standard Unity AnimationClips.

Supported muscle groups include:

  • Spine
  • Chest
  • Upper Chest
  • Neck
  • Head
  • Upper Arms
  • Forearms
  • Hands
  • Upper Legs
  • Lower Legs
  • Ankles
  • Fingers
  • Thumbs

The system also supports:

  • Root position animation
  • Root rotation animation
  • Keyframe reduction
  • Configurable sampling rate

Generated clips are compatible with Unity’s Humanoid retargeting system.

Editor Interface

The editor interface includes multiple tabs for clear organization.

Main Tabs:

  • Bake Settings
  • Idle
  • Walk/Run
  • Strafe/Turn

Each animation tab contains sub-tabs for body parts:

  • Head
  • Torso
  • Arms
  • Legs
  • Hands

This layout allows quick access to specific motion controls.

Animation Generation

Animations are produced by evaluating procedural motion curves across time and writing the resulting humanoid muscle values into animation curves.

Keyframe sampling and reduction are applied during baking to produce efficient animation clips.

Looping animation clips are automatically generated.

Requirements

Unity 2021.3 or newer recommended

Humanoid avatar rig required

The tool operates entirely within the Unity Editor and does not require external software.

Included Content

  • Procedural Animation Generator
  • Idle Preset System
  • Walk/Run Preset System
  • Strafe Preset System
  • Example presets

Documentation

A detailed user guide is included explaining:

  • Editor interface
  • Parameter controls
  • Animation generation workflow
  • Preset system
  • Root motion configuration

This tool is useful for:

  • Game prototypes
  • Indie developers
  • AI character locomotion
  • NPC animation
  • Procedural animation systems

Rapid iteration of animation styles

Full C# code included.

Support

If you have questions or encounter issues, support and documentation are included with the asset.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.10f1 Compatible Compatible Compatible

Asset is 100% code. Demo built using URP with simple one colour materials that can be easily converted to any pipeline or simply removed. Demo not required to use tool.

As listed on the Asset Store.