AI Animation
Create, inspect, and modify AnimationClips and AnimatorControllers — curves, events, states, and transitions.
At a glance
What the agent can do with it
Adds no MCP tools: it contributes an RQL module with the animation source and adapters for AnimationClip, AnimationCurve, Keyframe, AnimatorController, AnimatorStateMachine, AnimatorState, AnimatorTransition, Animator. That powers 3 capabilities the agent reaches through rql-query / rql-mutate. How RQL works →
- Animation clips
Create AnimationClips and edit them: curves and keyframes, animation events, frame rate, wrap mode and loop settings.
animation | call CreateClip("Assets/Animations/Walk.anim", 30, true) - Animator controllers
Create AnimatorControllers and build their state machines: layers, parameters, states, the default state, transitions and their conditions.
unity.asset("Assets/Animations/Player.controller") | call AddTransition("Idle", "Walk", "Speed", "Greater", 0.1) - Animators in the scene
Find every Animator in the open scenes, assign controllers and avatars, and in Play Mode set parameters or jump to a state.
animation | get animators | set runtimeAnimatorController = unity.asset("Assets/Animations/Player.controller")
Install
Requires the base plugin com.ivanmurzak.unity.mcp. After installing, the RQL module loads with the package — the agent sees it in rql-schema.
openupm add com.ivanmurzak.unity.mcp.animationWhen to ask the AI for it
Ask when you want the AI to author animation clips, set keyframes/curves and animation events, or wire up animator states and transitions.
Example prompts
Copy-pasteable first requests. Start with one, verify it in the editor, then build up.
Create an AnimationClip called `Bob` that moves the selected object up 1 unit over 1 second and loops.Add an Idle and a Run state to the Player’s AnimatorController with a `Speed` float parameter and a transition between them.