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Humanoid animations from scratch is not for the feint of heart. I already had this highly recommended asset, but I admit I wasn't optimistic, and a google translated Japanese video did not fill me with confidence. But know what? It was so simple to edit individual digits in my figure and it looked great from the first test. An impressive asset!
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b
Very Powerful Animation Workflow
4 months ago
backgroundguide以前のバージョン 1.3.5 で
There is a big learning curve, definitely read the manual and watch the youtube tutorials with Closed Captions in your preferred language (multiple times even). But once you get past that learning curve and build a workflow with this tool, you'll see how insanely powerful and fast it is.
In comparison to UMotion, it's much tougher to learn, but I would recommend VA over it if you are making anything more complex than simple re-usable movements for character(s). Definitely VA for anything having to deal with the timeline. It integrates seamlessly with Unity's Timeline, so it's easy to go back and forth tweaking animations already on the timeline and animate multiple characters/objects at the same time. That's a huge speed/workflow advantage over using UMotion for longform & timeline animation, because in UMotion, you'd have to reload the session.asset in UMotion editor window, sync to the timeline, then edit & re-export the animation file(s) and place them on the timeline. Possible but way slower the more characters/objects you're animating.
However UMotion currently is much easier to work with & setup stable IK for humanoids. With VA I'm currently having occasional root Quaternion/root Transform jitter I have to manually correct, which can be tricky. There are some tools within VA to help remove/regenerate IK frames which helps 90% of the time, but sometimes I can't get the IK completely still without slight jitter whether in Single or Full root correction mode.
I got both VA and UMotion though, both will make you viable to animate completely within Unity. I use VA 90% of the time: blocking, drafting, especially with upper body movements & talking/face blendshapes (especially with Unity's override layers for really complex animations), and UMotion 10% of the time, like if I get IK jitter on a complex movement like a backflip, if I'm doing run cycles, or just need guaranteed accuracy on an animation rather than workflow/speed. Hope this is helpful as someone who used both tools for about a year now.
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VeryAnimation has been a fantastic tool in my workflow. I've used it to animate both humanoid and generic models, and the experience has been smooth and intuitive across the board. The asset performs reliably and offers a robust set of features that streamline the animation process. The YouTube tutorials have been especially helpful—they made it easy to get started and explore more advanced features. I'm very satisfied with this purchase and would definitely recommend it to anyone working with character animations in Unity. Thanks for such a great tool!
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Has everything for an animation
10 months ago
hakanakile以前のバージョン 1.3.3 で
I especially buy this asset after I find out working with muscles is able to use animations and characters in a combination. Especially as a developer I choose this because it is using reflections which would help me learn c# better and control unity behaviours when it is necessary.
I thougt that I would not need animations before a friend convince me that animations is good for recording trained body actions. However I still need a procedural preparing phase to prepare an animation because I am not a designer and I get used to code what I need.
I searched and checked many assets or external softwares (i.e cascadeur) related to prepare or correct animation but this one seems the best and it is inside unity. (I don't want to use and learn many tools in order to get what will help my job do easier.)
As a developer I know this well prepared advanced level code worths 1000's of dollars. I have this asset with a reasonable price before I make it work for a project which will just satisfy myself or have some free coffee later and maybe my future project may help others to get some education and or fun :)
Since I write how good and valuable your asset is I have some ideas to share to make this asset better.
I may add this properties to your asset in a year use for my needs.
However I believe it can be code from you just in a week. In this way many people will get benefit from this and this aset will live longer.
I want to see a new option which I search a lot but cannot find it . I think it has not been thought or haven't been used in a proper way by other animators.
In short:
"Record the action for the selected limbs as a list and blend them to the position I choose."
As an example I want to record the hand moves forward.
Technically this is possible when you record the muscle differences from two different keys.
Also it would be helpful if we can use the tabs in the windows as overlay menus in the scene.
Thanks for your labour.
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No info about generic animation
From description it compatible
But no tutorials at all
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パブリッシャーからの返信:
10 months ago に返信
Mecanim Humanoid is a Unity-specific specification, and there are many points to be aware of and explained.
However, there is almost nothing special about Generic. It is in a downward compatible state, and is included in the explanation of Humanoid.
Since there is not much difference between editing in the Animation Window alone in Generic, it is important to understand Unity's documentation and know the specifications of the Animation Window.
For information on OriginalIK, a special element that can also be used in Generic of this asset, please check the video from the tutorial playlist.
No errors, warnings or anything in Unity 6, everything works as advertised. It’s super easy to do simple animations and even fix animations inside Unity.
You can even edit multiple animation simultaneously to sync them.
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高品質なアセット
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