Hello everyone,
Since my last update, I don’t really have much more I can add. We already did the big reveal on the new animation system, so there really is no way I can top that post with this one, so instead I will revert to just writing some boring old text today, though I will also group answers to some of those questions from my last post, as well as some others that I have picked up since then. So answers in no particular order:
Capabilities:
The new system is pretty huge, and while we already showed off 3D characters a lot, it will be able to take on 2D projects, as well as more simple animations, IE no State Machine required.
Yes, it will work with game objects, as they are not going away, just as easily as it will work with ECS.
However, we will have so much more to offer than we do today, such as being able to animate custom data, and build custom nodes to take on just about anything, including custom IK solutions.
UI/UX:
We are keeping things in line with what we have today, inspectors, components etc, but are adding some all-new functionality as well. I am not able to show it all off just yet, but hopefully at GDC though. We will be adding one or two new concepts to learn, but at the same time, we are making a really big effort to streamline workflows and UX, which were previously spread out and disconnected.
Graph Tooling:
The new animation system has been an excellent internal testing ground for the new graph tooling. It has come through with flying colours, this also extends to working with variables. So it is looking like it will be the future foundation of Unity’s graph tooling. Why is this important? Well for one thing having a unified UI and UX for graphs as well as the ability to create sub-graphs and write custom nodes everywhere will make it far easier to learn and manage, and be a massive productivity boost. I expect that every graph UI at Unity will eventually use it. But things like Shader Graph and VFX Graph are likely the other early candidates to be migrated to the new graph tooling architecture.
Previewing:
We should be able to preview most things, and are currently investigating about displaying VFX and particles in the preview window. One particular challenge is the fact that particles are simulated at “game time” whereas the preview can scrub. We will also be able to preview markup which is using graphs or custom scripts.
Markup:
Much like the overhaul of transitions on states, markup has much greater flexibility and should no longer fail to be called as can happen today.
Variants:
We will be supporting variants, but more to come on that at a later date.
In fact there were a bunch of questions in the comments of my last update (and likely more from this post as well) however I might not be able to answer them all just yet, but hope to do so in another quarterly post, or at another upcoming event ![]()
Some things that we don’t expect to be updated…yet:
Everything else will still work in the new system, but here are some animation specific areas we are not really touching, or minimally updating only:
Animation Window.
Timeline.
Humanoid/Avatar. This is Mecanim-specific and no longer needed with the new system, as we are replacing it with a more powerful tool to transfer motion from one character to another.
When you might get your hands on it:
We are constantly talking to many individual teams and users about the future, and it seems everyone is excited to get their hands on the new system as soon as it is ready. So naturally, they all ask when that might be.
Unfortunately, I still don’t have the answer yet. Given the size of the new system, we really do need to do a sanity check first, before any open beta. So I would expect we will work very closely with some key partners in some sort of Alpha soon, this could be as early as Q1 next year. That means maybe Q3 for an open beta?
Now, here’s the thing. Should we go with the “Experimental” tag, or maybe wait for a proper Beta build? What is the difference you might ask?
If we go with Experimental, there is a good chance we won’t be able to fix some issues (well certainly not quickly enough) for anyone who might be tempted to use it in production. Whereas when it gets to beta, we will be fixing those issues. However, a beta build needs a lot more polish before it goes out.
So my question is - what do you all prefer?
- Experimental, with no support in production.
- Beta, with support.
Now this brings me to a rather hot topic…
AI and Animation:
Okay, let’s be clear: the following is not about how we can use AI to auto-generate games blah blah, but rather, can we effectively add AI as another tool for you? AI is inevitable; it is going to happen whether we like it or not, so we want to do it in a way that solves real problems!
With the explosion of generative AI, some people are freaking out about AI short-cutting the creative process, putting people out of jobs, skirting ethical guidelines etc, but this is not something Unity is promoting. Unity will only consider AI solutions for animation that are 100% ethical, only trained on data Unity legally owns.
Instead AI can also be very targeted to solve specific problems. Sure there is the generative kind, such as using prompts or video and audio. But AI can also be used to help navigate docs, code, or even the application itself. There is also the automation of laborious or repetitive tasks - something I think most people can get behind.
Now, as with everyone else, Unity has been looking at how to leverage AI, and it’s the same for animation. Unity has not been standing still when it comes to that, and we already explored a number of ways in which we can use AI and ML to help animation. For instance, once known as Deep Pose, the tooling matured into Muse Animate.
We are very keen to better understand where it makes sense for Unity to stop or continue to invest in AI for animation, the problems we need to solve, and how AI can potentially augment or transform game creation, such as with Sentis.
Soooo…I have a couple of asks here:
- Happy to hear your thoughts on how you might want to use AI for animation in the future (or not) as part of the overall game creation process - please keep things civil in the comments.
- DM me if you want us to interview you in a more official capacity, to talk about AI animation.
We are based mainly in Montreal, so please, only DM me if you are interested in our interviewing you, AND are in the North American or Central European time zones.
It would be best if you could also give me a very quick description of who you are, and your team size (or if an individual).
The interview will likely take about an hour, and you must be comfortable signing an NDA.
It is likely we will get way more interest than we bargained for, so I apologise in advance if we can’t speak with you all. We will reach out in the new year to set things up.
Merry Christmas and Happy Holidays everyone!
Chinny
Product Manager - Animation