Avatar Animation

Use the Avatar Animation package to create avatar animations (emotes). Spatial supports 3D humanoid rigs.

Usage

Example emote being played within the sandbox

  1. Import a rigged, humanoid 3D model (preferably .fbx format) with animation data into Unity. Ensure that the Animation Type under the Rig tab is set to Humanoid. There does not need to be any mesh attached to the model, only the animations and rig are necessary (as shown in the screenshot and video below). This will save space and help your animation load faster!

    If you have created a custom avatar that has animations embedded into the 3D model, then you can re-use them directly here without needing to import it again.

    Import humanoid model

  2. Double check that you have set it up correctly by expanding the 3D model and previewing the desired animation.

  3. Create an empty prefab and add the Spatial Avatar Animation component. Drag the animation clip (standing_arguing under the 3D model in the screenshot below) into the Target Clip field inside the prefab.

    Add Avatar Animation component

  4. Create a new Avatar Animation package under Project Configuration and drag the empty prefab into the Prefab field. You will also need to supply a thumbnail of size 512x512 in an uncompressed format.

    Create Avatar Animation package

    Import settings of avatar animation thumbnail

  5. To test the package, make sure it is the “active package” inside the project configuration panel and then press the Test Active Package button inside the main toolbar. Test Active package

Limitations

Only Humanoid rigs are supported. This is so that the animations can be compatible with any other custom avatars and Spatial’s built-in avatars.