558 lines
19 KiB
Markdown
558 lines
19 KiB
Markdown
# Animator As Crab
|
|
|
|
A hard fork of [Animator As Code](https://github.com/hai-vr/av3-animator-as-code) where Animator
|
|
Controllers are described in [Rhai](https://rhai.rs/) instead of C#. A Rust library (`libaac`)
|
|
evaluates the script, validates it, and emits the 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
|
|
```
|
|
|
|
## Table of Contents
|
|
|
|
- [Why](#why)
|
|
- [Architecture](#architecture)
|
|
- [Layout](#layout)
|
|
- [Building](#building)
|
|
- [Installation](#installation)
|
|
- [Usage](#usage)
|
|
- [DSL Reference](#dsl-reference)
|
|
- [Setup](#setup)
|
|
- [Parameters](#parameters)
|
|
- [Controller and Layers](#controller-and-layers)
|
|
- [States](#states)
|
|
- [Clips](#clips)
|
|
- [Animation Store](#animation-store)
|
|
- [Blend Trees](#blend-trees)
|
|
- [Transitions](#transitions)
|
|
- [Any-State Transitions](#any-state-transitions)
|
|
- [Sub-State Machines](#sub-state-machines)
|
|
- [Transition Settings](#transition-settings)
|
|
- [JSON Wire Format](#json-wire-format)
|
|
- [Native FFI API](#native-ffi-api)
|
|
- [C# Bridge](#c-bridge)
|
|
- [VPM Distribution](#vpm-distribution)
|
|
- [Nix Development](#nix-development)
|
|
- [Limitations](#limitations)
|
|
- [License](#license)
|
|
|
|
## Why
|
|
|
|
Animator As Code V1 lets you build Animator Controllers from a fluent C# API. That works, but
|
|
every change requires recompilation. Animator As Crab replaces the C# builder with a Rhai script
|
|
that is evaluated at edit time:
|
|
|
|
- **No recompilation.** Save the `.rhai` file and the controller rebuilds automatically.
|
|
- **Version control friendly.** A `.rhai` script is a single readable file; no binary assets.
|
|
- **Validates before generation.** The Rust core checks the graph for dangling references,
|
|
duplicate names, mismatched parameter types, and missing configuration before Unity ever sees it.
|
|
- **Untouched upstream.** The original Animator As Code V1 C# library ships as-is; the generator
|
|
drives its public API.
|
|
|
|
## Architecture
|
|
|
|
The system is a pipeline with three stages:
|
|
|
|
1. **Rhai evaluation** (`libaac`). The engine registers builder types (`Aac`, `ClipBuilder`,
|
|
`StateRef`, etc.) and Rhai-callable functions. The script mutates a shared `ControllerGraph`
|
|
through these builders.
|
|
|
|
2. **Validation and serialization** (`libaac`). After the script runs, keyframes are sorted by
|
|
time, then the graph is validated: every name is unique, every reference resolves, every
|
|
parameter type matches its usage, every transition targets a real state, and required fields
|
|
(`system_name`, `asset_key`) are non-empty. The validated graph is serialized to JSON.
|
|
|
|
3. **C# generation** (Unity Editor). `AacCrabWindow` reads the JSON, deserializes it into
|
|
`AacCrabGraph` DTOs, and drives Animator As Code V1's modification API: clears the controller,
|
|
creates parameters, builds clips (cloning store assets via `AssetDatabase`), builds blend
|
|
trees in declaration order (so forward references are impossible), and wires up states and
|
|
transitions.
|
|
|
|
The Rust and C# sides share no runtime dependency. The contract is a JSON document whose shape is
|
|
pinned by a test (`json_keys_are_the_ones_the_unity_dtos_expect` in `rust/tests/dsl.rs`).
|
|
|
|
## Layout
|
|
|
|
| Path | Contents |
|
|
| --- | --- |
|
|
| `rust/` | The Rhai DSL, graph model, validator, FFI exports, and the `libaac` cdylib. |
|
|
| `rust/examples/avatar.rhai` | Reference script exercising every feature of the DSL. |
|
|
| `rust/examples/animation_store.rhai` | Reference script for the animation store feature. |
|
|
| `rust/tests/dsl.rs` | Integration tests: round-trip JSON, validation errors, API surface. |
|
|
| `csharp/dev.doloro.animator-as-crab/` | Unity package: the untouched Animator As Code V1 library and the bridge in `V1/Editor/Crab/`. |
|
|
| `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/AacCrabNative.cs` | P/Invoke bindings for `libaac`. |
|
|
| `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/AacCrabGraph.cs` | JSON DTOs matching `rust/src/graph.rs`. |
|
|
| `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/AacCrabGenerator.cs` | Turns the graph into an `AnimatorController` via AAC V1. |
|
|
| `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/AacCrabWindow.cs` | Unity Editor window with file watching. |
|
|
| `vpm/` | VPM packaging scripts and the package index. |
|
|
| `flake.nix` | Dev shell with Rust, `dotnet`, `jq`, `zip`, and `just`. |
|
|
| `justfile` | Shortcuts for importing the VPM package into a Unity project. |
|
|
|
|
## Building
|
|
|
|
### With Nix
|
|
|
|
```sh
|
|
nix develop # enter the dev shell
|
|
cargo test --manifest-path rust/Cargo.toml # run tests
|
|
nix build .#aac # produces libaac.so + aac-dump
|
|
nix build .#bundle # produces a Unity-importable zip
|
|
```
|
|
|
|
### Without Nix
|
|
|
|
You need Rust (stable) and a C-compatible linker.
|
|
|
|
```sh
|
|
cd rust
|
|
cargo build --release
|
|
# Output: target/release/libaac.so (Linux), libaac.dylib (macOS), or aac.dll (Windows)
|
|
# Binary: target/release/aac-dump
|
|
```
|
|
|
|
### Standalone dump tool
|
|
|
|
```sh
|
|
cargo run --bin aac-dump -- rust/examples/avatar.rhai # prints the generated JSON
|
|
```
|
|
|
|
## Installation
|
|
|
|
### Unity package (VPM)
|
|
|
|
Add the VPM repository URL to the VRChat Creator Companion or ALCOM:
|
|
|
|
```
|
|
https://git.scug.io/doloro/av3-animation-as-crab/raw/branch/main/vpm/index.json
|
|
```
|
|
|
|
Or import manually:
|
|
|
|
```sh
|
|
# Build the package zip first
|
|
./vpm/package.sh
|
|
# Then import into a Unity project
|
|
just import /path/to/unity-project
|
|
```
|
|
|
|
### Manual
|
|
|
|
1. Copy `libaac.so` / `libaac.dll` / `libaac.dylib` into your Unity project's `Assets/Plugins/`.
|
|
2. Add the `csharp/dev.doloro.animator-as-crab` folder to your project's `Packages/` directory.
|
|
3. The package depends on `com.unity.nuget.newtonsoft-json` (3.2.1); Unity's Package Manager
|
|
resolves this automatically.
|
|
|
|
## Usage
|
|
|
|
1. Write a `.rhai` script (see [DSL Reference](#dsl-reference)).
|
|
2. Open **Tools > Animator As Crab** in the Unity Editor.
|
|
3. Fill in the window:
|
|
- **Rhai script** — path to your `.rhai` file.
|
|
- **Animator Controller** — the controller asset to generate into.
|
|
- **Animator Root** — the `Transform` that owns the `Animator` component.
|
|
- **Asset Container** — the folder/object that will hold generated clips and blend trees.
|
|
- **Container Mode** — how assets are organized (`Everything`, `ChildrenOfRoot`, etc.).
|
|
- **Write Defaults** — whether states write defaults.
|
|
4. Click **Generate**, or enable **Generate when the script changes** for automatic regeneration
|
|
on save.
|
|
|
|
## DSL Reference
|
|
|
|
### Setup
|
|
|
|
Every script starts by creating an `Aac` context and configuring the system name and asset key:
|
|
|
|
```rhai
|
|
let aac = AnimatorAsCode();
|
|
aac.system_name("MyAvatar"); // required — identifies the system
|
|
aac.asset_key("AAC_"); // required — prefix for generated assets
|
|
```
|
|
|
|
The system name and asset key are written by the script, not guessed by the Unity side. The
|
|
validator rejects empty values.
|
|
|
|
### Parameters
|
|
|
|
Parameters are controller-wide. Declare them before building layers.
|
|
|
|
| Function | Return type | Default |
|
|
| --- | --- | --- |
|
|
| `aac.float_param("Name", 0.0)` | `FloatParam` | `0.0` |
|
|
| `aac.int_param("Name", 0)` | `IntParam` | `0` |
|
|
| `aac.bool_param("Name", false)` | `BoolParam` | `false` |
|
|
|
|
Duplicate parameter names are rejected at the call site.
|
|
|
|
### Controller and Layers
|
|
|
|
```rhai
|
|
let ctrl = aac.new_controller(); // exactly one controller
|
|
let base = ctrl.layer("Base"); // adds a layer; returns a LayerBuilder
|
|
let props = ctrl.layer("Props");
|
|
```
|
|
|
|
### States
|
|
|
|
States live on a layer or inside a sub-state machine. The last two arguments are the grid
|
|
position in the Unity animator graph:
|
|
|
|
```rhai
|
|
let idle = base.state("Idle", 0, 0);
|
|
let walk = base.state("Walk", 1, 0);
|
|
```
|
|
|
|
### Clips
|
|
|
|
Generated clips are declared on the `Aac` context:
|
|
|
|
```rhai
|
|
let clip = aac.clip("idle_anim"); // name must be unique
|
|
clip.looping(true); // optional override
|
|
clip.keyframe("Body/Hand", "m_IsActive", 0.0, 1.0);
|
|
clip.blend_shape("Body", "Smile", 0.0, 0.0);
|
|
clip.blend_shape("Body", "Smile", 1.0, 0.8);
|
|
clip.toggle("Body/Props", true); // shortcut for a one-frame m_IsActive constant
|
|
```
|
|
|
|
Keyframes are sorted by time automatically. All keyframes are linear (tangents are 0).
|
|
|
|
**Supported curve targets** (inferred from the property name):
|
|
|
|
| Property | Component type |
|
|
| --- | --- |
|
|
| `m_IsActive` | `GameObject` |
|
|
| `blendShape.*` | `SkinnedMeshRenderer` |
|
|
|
|
Any other property is rejected with a clear error.
|
|
|
|
**Assigning clips to states:**
|
|
|
|
```rhai
|
|
idle.set_clip(clip); // same as set_motion
|
|
walk.set_motion(clip);
|
|
```
|
|
|
|
### Animation Store
|
|
|
|
An animation store seeds clips from `.anim` assets that already exist in the project. The
|
|
generator loads the asset with `AssetDatabase.LoadAssetAtPath`, clones it into the asset
|
|
container, and applies the script's keyframes and looping on the clone. The pre-made asset is
|
|
never modified.
|
|
|
|
```rhai
|
|
let store = aac.AnimationStore("Assets/Doloro/Clips");
|
|
let walk = store.clip("Walk"); // resolves to Assets/Doloro/Clips/Walk.anim
|
|
walk.looping(true); // override on the clone
|
|
walk.keyframe("Body/Props", "m_IsActive", 0.0, 0.0);
|
|
```
|
|
|
|
A store clip with no `looping(...)` call keeps the source asset's own looping setting. Requesting
|
|
the same asset twice (with or without `.anim`) reuses the same reference. A missing asset is a
|
|
clear error at generation time.
|
|
|
|
Store clips are usable anywhere a generated clip is:
|
|
|
|
```rhai
|
|
walk_state.set_clip(walk);
|
|
locomotion.add_motion(walk, 0.0);
|
|
```
|
|
|
|
### Blend Trees
|
|
|
|
Blend trees are declared on the `Aac` context and configured with a blend type and parameters:
|
|
|
|
```rhai
|
|
let tree = aac.blend_tree("locomotion");
|
|
tree.simple_1d(speed); // 1D blend
|
|
tree.add_motion(walk_clip, 0.0); // (clip, threshold)
|
|
tree.add_motion(run_clip, 5.0);
|
|
```
|
|
|
|
**Blend types:**
|
|
|
|
| Function | Parameters | Use case |
|
|
| --- | --- | --- |
|
|
| `tree.simple_1d(x)` | 1 float param | Walk speed, locomotion blends |
|
|
| `tree.simple_directional_2d(x, y)` | 2 float params | Strafe direction |
|
|
| `tree.freeform_directional_2d(x, y)` | 2 float params | Complex directional |
|
|
| `tree.freeform_cartesian_2d(x, y)` | 2 float params | Full 2D control |
|
|
| `tree.direct()` | none | Per-parameter clip addressing |
|
|
|
|
**Adding children:**
|
|
|
|
```rhai
|
|
// 1D / 2D threshold-based:
|
|
tree.add_motion(clip, threshold);
|
|
tree.add_motion(clip, x, y);
|
|
|
|
// 2D also works with blend trees as children:
|
|
tree.add_motion(inner_tree, 0.0, 1.0);
|
|
|
|
// Direct blend:
|
|
tree.add_motion_direct(clip, parameter);
|
|
```
|
|
|
|
**Automatic thresholds:**
|
|
|
|
```rhai
|
|
tree.automatic_thresholds(true);
|
|
```
|
|
|
|
Blend trees can nest other blend trees that were declared earlier in the script. Cycles are
|
|
impossible because trees are created in declaration order.
|
|
|
|
**Assigning blend trees to states:**
|
|
|
|
```rhai
|
|
run.set_motion(tree);
|
|
```
|
|
|
|
### Transitions
|
|
|
|
Transitions are created by calling `transition_to` on a state (or any-state ref) and chaining
|
|
condition and setting methods:
|
|
|
|
```rhai
|
|
idle.transition_to(walk).when(speed > 0.1).no_exit_time().duration(0.25);
|
|
```
|
|
|
|
**Conditions** are written on the parameter objects using comparison operators:
|
|
|
|
| Operator | Float/Int | Bool |
|
|
| --- | --- | --- |
|
|
| `>` | Greater | — |
|
|
| `<` | Less | — |
|
|
| `==` | Equals | If / IfNot |
|
|
| `!=` | NotEqual | IfNot / If |
|
|
|
|
Combine multiple conditions with `when_all([...])`:
|
|
|
|
```rhai
|
|
walk.transition_to(idle).when_all([speed < 0.05, is_sitting == false]).duration(0.25);
|
|
```
|
|
|
|
> **Why not `&&`?** Rhai's `&&` and `||` are language built-ins that cannot be overloaded.
|
|
> `speed > 0.1 && is_sitting == true` will not compile. Use `when_all`.
|
|
|
|
### Any-State Transitions
|
|
|
|
Any-state transitions fire from every state in a machine:
|
|
|
|
```rhai
|
|
base.any_state().transition_to(sit).when(is_sitting == true).no_exit_time().duration(0.2);
|
|
```
|
|
|
|
Any-state can also be used inside a sub-state machine:
|
|
|
|
```rhai
|
|
let gestures = base.sub_machine("Gestures", 2, 0);
|
|
gestures.any_state().transition_to(reset).when(reset_all == true);
|
|
```
|
|
|
|
### Sub-State Machines
|
|
|
|
```rhai
|
|
let gestures = base.sub_machine("Gestures", 2, 0);
|
|
let wave = gestures.state("Wave", 0, 0);
|
|
let point = gestures.state("Point", 1, 0);
|
|
wave.transition_to(point).when(gesture == 1).duration(0.1);
|
|
point.transition_to(wave).when(gesture == 0).duration(0.1);
|
|
```
|
|
|
|
States and transitions inside a sub-state machine work exactly like the root machine.
|
|
|
|
### Transition Settings
|
|
|
|
All settings are chainable on a `TransitionRef`:
|
|
|
|
| Method | Effect | Default |
|
|
| --- | --- | --- |
|
|
| `.duration(seconds)` | Cross-fade duration | `0.0` |
|
|
| `.no_exit_time()` | Transition fires immediately | — |
|
|
| `.exit_time(normalized)` | Transition fires after this normalized time | — |
|
|
| `.to_self()` | Allow self-transitions | `false` |
|
|
| `.ordered_interruption(bool)` | Ordered interruption | `true` |
|
|
| `.source_interruption()` | Source interruption | `false` |
|
|
|
|
Default transition values match Animator As Code V1's `AacDefaultsProvider.ConfigureTransition`.
|
|
|
|
## JSON Wire Format
|
|
|
|
The Rust core serializes the graph as JSON. The C# side deserializes it with
|
|
`MissingMemberHandling.Error`, so the shape is a strict contract. Every object's key set is
|
|
pinned by the test `json_keys_are_the_ones_the_unity_dtos_expect` in `rust/tests/dsl.rs`.
|
|
|
|
Top-level keys: `system_name`, `asset_key`, `parameters`, `clips`, `blend_trees`, `controller`.
|
|
|
|
Example (trimmed):
|
|
|
|
```json
|
|
{
|
|
"system_name": "MyAvatar",
|
|
"asset_key": "AAC_",
|
|
"parameters": [
|
|
{ "type": "float", "name": "Speed", "default": 0.0 }
|
|
],
|
|
"clips": [
|
|
{
|
|
"name": "idle_anim",
|
|
"looping": true,
|
|
"curves": [
|
|
{
|
|
"path": "Body/Hand",
|
|
"target": "game_object",
|
|
"property": "m_IsActive",
|
|
"keys": [{ "time": 0.0, "value": 1.0, "in_tangent": 0.0, "out_tangent": 0.0 }]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"blend_trees": [
|
|
{
|
|
"name": "locomotion",
|
|
"blend_type": "simple_1d",
|
|
"param_x": "Speed",
|
|
"param_y": null,
|
|
"children": [
|
|
{ "motion": { "type": "clip", "name": "walk_anim" }, "threshold": 0.0, "threshold_y": null, "direct_param": null }
|
|
],
|
|
"use_automatic_thresholds": false
|
|
}
|
|
],
|
|
"controller": {
|
|
"layers": [
|
|
{
|
|
"name": "Base",
|
|
"state_machine": {
|
|
"name": null,
|
|
"position": { "x": 0, "y": 0 },
|
|
"states": [
|
|
{
|
|
"name": "Idle",
|
|
"position": { "x": 0, "y": 0 },
|
|
"motion": { "type": "clip", "name": "idle_anim" },
|
|
"transitions": [
|
|
{
|
|
"to": "Walk",
|
|
"conditions": [{ "parameter": "Speed", "mode": "greater", "threshold": 0.1 }],
|
|
"has_exit_time": false,
|
|
"exit_time": 0.0,
|
|
"duration": 0.25,
|
|
"ordered_interruption": true,
|
|
"source_interruption": false,
|
|
"can_transition_to_self": false
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"sub_machines": [],
|
|
"any_state_transitions": []
|
|
}
|
|
}
|
|
]
|
|
}
|
|
}
|
|
```
|
|
|
|
Store clips include a `"source"` field with the project-relative asset path; generated clips
|
|
omit it.
|
|
|
|
## Native FFI API
|
|
|
|
`libaac` exposes a C ABI for Unity's P/Invoke:
|
|
|
|
| Function | Signature | Description |
|
|
| --- | --- | --- |
|
|
| `aac_create` | `() → *mut AacContext` | Create a context. Owns the graph and engine. |
|
|
| `aac_eval_rhai` | `(handle, script) → i32` | Evaluate a script. Returns 0 on success. |
|
|
| `aac_to_json` | `(handle) → *mut c_char` | Serialize the graph to JSON. Free with `aac_free_string`. |
|
|
| `aac_last_error` | `(handle) → *const c_char` | Last error message, or null. Borrowed until next call. |
|
|
| `aac_free_string` | `(string)` | Free a string returned by `aac_to_json`. |
|
|
| `aac_destroy` | `(handle)` | Destroy a context. |
|
|
|
|
The context is single-threaded. Panics across the FFI boundary are caught and reported as errors.
|
|
|
|
**Standalone dump tool** (`aac-dump`):
|
|
|
|
```sh
|
|
cargo run --bin aac-dump -- path/to/script.rhai
|
|
```
|
|
|
|
Prints the generated JSON to stdout. Exits with a non-zero status and prints the error to stderr
|
|
on failure.
|
|
|
|
## C# Bridge
|
|
|
|
The Unity side lives in `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/`:
|
|
|
|
- **`AacCrabNative`** — P/Invoke wrapper around `libaac`. Creates a context, evaluates the
|
|
script, reads the JSON, and destroys the context in a single `Evaluate` call. Handles
|
|
`DllNotFoundException` with a clear message.
|
|
|
|
- **`AacCrabGraph`** — DTO classes mirroring `rust/src/graph.rs`. Deserialized with
|
|
Newtonsoft.Json using `snake_case` naming and `StringEnumConverter`. Missing fields are an
|
|
error, not silently ignored.
|
|
|
|
- **`AacCrabGenerator`** — The core generator. Clears the controller via AAC V1's modification
|
|
API, creates parameters (applying defaults by mutating the controller's parameter list), builds
|
|
clips (cloning store assets via `AssetDatabase`), builds blend trees in declaration order, and
|
|
wires states and transitions. Forward references within a layer resolve because all states are
|
|
created before any transitions.
|
|
|
|
- **`AacCrabWindow`** — Editor window (Tools > Animator As Crab). Watches the script file for
|
|
changes and regenerates automatically. All Unity-side configuration (controller, root,
|
|
container, container mode, write defaults) is supplied by the user; nothing is defaulted
|
|
silently.
|
|
|
|
## VPM Distribution
|
|
|
|
The `vpm/` directory contains the packaging and publishing pipeline:
|
|
|
|
- **`package.sh`** — Builds a VPM release zip containing the C# package and the native library,
|
|
then updates `vpm/index.json` with the new version's URL and SHA-256. Environment variables
|
|
override the host, project, and version.
|
|
|
|
- **`publish.sh`** — Creates a Gitea release for a given tag and attaches the VPM zip. Requires
|
|
`TOKEN`, `SERVER`, `REPO`, and `TAG` environment variables.
|
|
|
|
- **`index.json`** — The VPM repository index read by VCC and ALCOM.
|
|
|
|
To add the repository to VCC/ALCOM, paste the index URL:
|
|
|
|
```
|
|
https://git.scug.io/doloro/av3-animation-as-crab/raw/branch/main/vpm/index.json
|
|
```
|
|
|
|
## Nix Development
|
|
|
|
The `flake.nix` provides:
|
|
|
|
- **Dev shell** (`nix develop`): Rust stable with clippy, rustfmt, rust-analyzer; `dotnet`,
|
|
`mono`, `jq`, `zip`, `unzip`, `just`, `curl`.
|
|
- **Packages**: `nix build .#aac` (native library + dump binary), `nix build .#bundle`
|
|
(Unity-importable zip).
|
|
- **Formatter**: `nix fmt` (nixfmt-rfc-style).
|
|
|
|
The dev shell also provides `.direnv` integration via `.envrc`.
|
|
|
|
## Limitations
|
|
|
|
- **No Unity project in this repo.** The bridge and generator are verified by reading and
|
|
testing the Rust side, not by running in Unity.
|
|
- **Blend tree nesting.** A blend tree can only reference a tree declared earlier in the script.
|
|
- **No avatar masks, layer weights, state behaviours, or parameter drivers.** The graph model
|
|
does not carry them yet.
|
|
- **Linear keyframes only.** All tangent values are 0; no easing curves.
|
|
- **Two curve target types.** Only `GameObject` (`m_IsActive`) and `SkinnedMeshRenderer`
|
|
(`blendShape.*`). Unknown properties are rejected.
|
|
- **Single-threaded FFI.** The `AacContext` is not safe to share across threads.
|
|
|
|
## License
|
|
|
|
MIT. See [LICENSE](LICENSE).
|
|
|
|
Originally created by [@hai-vr](https://github.com/hai-vr) with major contributions from
|
|
[@galister](https://github.com/galister). Forked and extended by doloro.
|