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SPECIFICTION
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Unity Animation Rigging

docs.unity3d.com

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Spec score 6.6 #27 of 27 in 3D Rigging Software

Spec sheet

Purpose
Animation Rigging creates and organizes animation rigs and constraints that add procedural motion to animated objects.Read 8 Oct 2026 · docs.unity3d.com
Maker
Unity describes itself as a platform for creating and growing games and interactive experiences across mobile, PC, console, and extended reality.Read 8 Oct 2026 · unity.com
Animation jobs
The package’s constraints are based on the C# Animation Jobs API.Read 8 Oct 2026 · docs.unity3d.com
Animator dependency
Animation Rigging works on top of Unity’s animation system and requires an Animator component.Read 8 Oct 2026 · docs.unity3d.com
Built-in constraints
The package lists Blend, Chain IK, Damped Transform, Multi-Aim, Multi-Parent, Multi-Position, Multi-Referential, Multi-Rotation, Override Transform, Twist Chain, Twist Correction, and Two Bone IK constraints.Read 8 Oct 2026 · docs.unity3d.com
Constraint library
The package includes predefined constraints such as Chain IK, Multi-Aim, Multi-Parent, Twist Correction, and Two Bone IK, based on the C# Animation Jobs API.Read 8 Oct 2026 · docs.unity3d.com
Core setup
A rig uses an Animator, Rig Builder, Rig, and Constraint components; the Animator is required because Animation Rigging works on top of Unity’s animation system.Read 8 Oct 2026 · docs.unity3d.com
Editor requirement
The documented 1.2 package is compatible with Unity Editor 2020.2 and later.Read 8 Oct 2026 · docs.unity3d.com
Editor visualization
Bone Renderer displays a transform hierarchy as bones for visualization and selection during rigging, and those bones are not visible in the Game view.Read 8 Oct 2026 · docs.unity3d.com
Effectors
Rig Effectors provide Scene View gizmos for transform visualization and selection, and are not visible in the Game view.Read 8 Oct 2026 · docs.unity3d.com
Example uses
The documentation describes deformation rigs for secondary animation of armor, props, and accessories, and world interaction rigs for targeting or correcting animation compression artifacts.Read 8 Oct 2026 · docs.unity3d.com
Motion transfer limitation
Bidirectional motion transfer supports generic character hierarchies, but the documentation says humanoids are not currently supported.Read 8 Oct 2026 · docs.unity3d.com
Pricing information
The opened Animation Rigging documentation does not state a package price or trial offer.Read 8 Oct 2026 · docs.unity3d.com
Rig layering
Rig Builder assembles rigs into layers, and multiple rigs can be stacked and enabled or disabled independently.Read 8 Oct 2026 · docs.unity3d.com
Rig layers
Rig Builder groups rigs into layers, which can be enabled or disabled, and rigs can be weighted to control their contribution to the final pose.Read 8 Oct 2026 · docs.unity3d.com
Rig setup limitation
The documentation says a control rig hierarchy should sit beside the skeleton hierarchy under the Animator GameObject, rather than inside the skeleton hierarchy.Read 8 Oct 2026 · docs.unity3d.com
Two Bone IK
Two Bone IK uses a target to position a limb tip and an optional hint object to specify the limb’s bend direction.Read 8 Oct 2026 · docs.unity3d.com
Unity data terms
Unity’s legal page says project materials will not be used for product improvements unless authorized by the user.Read 8 Oct 2026 · unity.com
Unity requirement
Animation Rigging 1.2.1 is compatible with Unity Editor 2020.2 and later.Read 8 Oct 2026 · docs.unity3d.com
Use cases
Documented examples include deformation rigs for character armor, props, and accessories, and world interaction rigs for targeting or correcting animation compression artifacts.Read 8 Oct 2026 · docs.unity3d.com
Visualization
Bone Renderer displays a transform hierarchy as bones for visualization and selection during rigging, and those bones are not visible in the Game view.Read 8 Oct 2026 · docs.unity3d.com
Workflow utilities
The package menu includes tools to align GameObjects, restore a skinned mesh’s imported bind pose, and set up rig components.Read 8 Oct 2026 · docs.unity3d.com

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