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av3-animation-as-crab/README.md
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2026-09-18 14:01:10 +01:00

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## Animator As Crab
A hard fork of [Animator As Code](https://github.com/hai-vr/av3-animator-as-code) where animator
controllers are written in [Rhai](https://rhai.rs/) instead of C#.
A Rhai script is evaluated by a Rust library (`libaac`), which validates it and emits the whole
controller as JSON. A Unity Editor window deserializes that JSON and builds a real
`AnimatorController` through the original Animator As Code V1 library, which is left untouched.
```
script.rhai --> libaac (Rust) --JSON--> AacCrabWindow (Unity Editor) --> AnimatorController
```
## Layout
| Path | Contents |
| --- | --- |
| `rust/` | The Rhai DSL, graph model, validator, and the `libaac` cdylib. |
| `rust/examples/avatar.rhai` | The reference script, exercising every feature of the DSL. |
| `csharp/dev.doloro.animator-as-crab/` | The Unity package: the untouched Animator As Code V1 library and the bridge in `V1/Editor/Crab/`. |
| `flake.nix` | Dev shell with the Rust toolchain, `dotnet`, `mono`, and `jq`. |
## Building
```sh
nix develop
cargo test --manifest-path rust/Cargo.toml
cargo run --bin aac-dump -- rust/examples/avatar.rhai # print the generated JSON
nix build .#aac # libaac.so + aac-dump
```
Copy `libaac.so` (or `libaac.dll`, `libaac.dylib`) into the Unity project's `Assets/Plugins` folder,
and add `csharp/dev.doloro.animator-as-crab` to the project's packages.
## Writing a script
```rhai
let aac = AnimatorAsCode();
aac.system_name("MyAvatar");
aac.asset_key("AAC_");
let speed = aac.float_param("Speed", 0.0);
let ctrl = aac.new_controller();
let base = ctrl.layer("Base");
let idle = base.state("Idle", 0, 0);
let walk = base.state("Walk", 1, 0);
let walk_clip = aac.clip("walk_anim");
walk_clip.toggle("Body/Props", true);
walk.set_clip(walk_clip);
idle.transition_to(walk).when(speed > 0.1).no_exit_time().duration(0.25);
```
Conditions are written on the parameters themselves (`speed > 0.1`, `is_sitting == true`).
There is no `&&` or `||` — Rhai's are short-circuit built-ins that cannot be overloaded — so
use `when_all([speed < 0.05, is_sitting == false])`.
See `rust/examples/avatar.rhai` for the full surface: parameters, clips, curves, blend trees,
sub-state machines, any-state transitions, and transition settings.
## Generating
Open *Tools > Animator As Crab* and fill in the window:
- the path to the `.rhai` script (it is watched, so saving the script regenerates the controller),
- the `AnimatorController` to generate into,
- the animator root, the asset container, and the container mode,
- whether states should write defaults.
Nothing is defaulted silently, and the controller is rebuilt with Animator As Code's modification
API: the controller is cleared, and the clips and blend trees of the same asset key are removed
from the container before being recreated. Animator As Code's own C# API is untouched and still
usable on the same controller.
## Limitations
- The Unity side has not been run: there is no Unity project in this repository, so the bridge and
the generator are verified by reading, not by executing.
- Blend trees can only nest a blend tree that was declared earlier in the script.
- The graph carries no avatar masks, layer weights, state behaviours, or parameter drivers yet.