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Version 1.0.0 (This is the version of the documentation and not the toolkit)
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Harmony Animation Toolkit is a suite of Unity Editor tools designed to simplify and automate the 2D and 3D animation workflow. Whether you're converting animations to JSON, replacing Animator clips in bulk, or generating animation clips from sprite sheets, Harmony aims to streamline repetitive animation tasks so you can focus on creativity.
The toolkit consists of 5 different tools with different functions to make creation of Animations and Animators a lot easier
All tools are available via Tools > Harmony Anim Toolkit
| Tool | Purpose |
|---|---|
| Animator Controller Generator | Generate Animator Controllers from structured transition data. Best used with the JSON Importer. |
| Animation JSON Importer | Convert animation definitions in JSON to working Animator assets. Supports custom format handlers. |
| Animation Asset Finder | View all animation clips in a folder, including those inside FBX/Mesh assets. |
| Animator Converter | Convert Animator Controllers to JSON or bulk-replace animations within them. |
| Sprite Animation Generator | Create animations from sprite sheets or sliced sprites in just a few clicks. |
The Animation Controller Generator is a Unity Editor tool that helps users easily create and manage animation states and transitions within an Animator Controller
This tool is especially useful when working with the Animator Converter, such as when converting JSON data into a working Animator Controller. It also comes in handy when you have a predefined setup or template and need to generate several similar Animator Controllers with consistent settings. Currently, the tool focuses on generating new Animators; full support for editing existing ones is not yet available.
Add a Transition
Click the Add Transition button to create a new transition between two animations (either of which can also be a Blend Tree).
Add Conditions
Add one or more conditions for the transition. Parameters will be automatically created based on the condition names.
Set Animations
For each transition, you can either assign an animation clip directly or type the name of the clip. If you enter a name, the system will try to find the animation using the default logic (or your custom logic if a Custom Finder Script is set. See Custom Finder for more info).
Configure Blend Trees (if used)
If using Blend Trees, set the blend type and parameter name(s) required.
Repeat as Needed
Add as many transitions as needed. Animations or Blend Trees used in multiple transitions will not be duplicated.
Save Settings (Optional)
Click Generate Transition SO to save the current setup as a Scriptable Object for reuse later.
Generate the Animator
Click Generate to create the Animator Controller. It will automatically be assigned to the specified Target Object.