Creature animations for Unity
To get a non-humanoid creature into Unity with its animations, upload the mesh to MonRig, give it a skeleton and bake: you get one FBX with the skinned mesh and every clip (16 core clips, plus optional attacks for its anatomy), and drop-in Editor scripts that build the AnimatorController and the animation events when Unity imports it. Quadrupeds, dragons, insects, snakes, fish and humanoids all work the same way.
The steps
- Upload the creature as FBX, GLB or OBJ and pick its body type.
- Give it a skeleton: drag a starter skeleton into place, click a few landmarks for Guided Rig, or let Auto Rig propose them.
- Tune the clips with dials (stride, lean, tail carriage) while the preview plays live.
- Bake, download, and drop the files into your Assets folder.
What arrives in Unity
- The FBX with the skinned mesh and every baked clip, imported with Rig type Generic. Clip names stay the same on every re-bake (Idle, Walk, Run, Run2, Jump, Hurt…), so an Animator state that points at Walk keeps working.
- Loop flags set per clip: Idle, Walk and Run loop, attacks, Hurt and Defeated play once.
- An AnimatorController, built on import: Idle, Walk and Run in a blend tree on a Speed parameter whose thresholds are the bake's own ground speeds in m/s, a Trigger for every one-shot clip (Attack_1, Hurt, Jump…) and a Bool for every other loop.
- Animation events on the exact frames: the impact of an attack, the open and close of its hitbox window, VFX windows, the apex and landing of a jump. One relay component on your creature hands them to your code.
- A GLB of the same creature, for web previews or another engine.
Not only Unity
The FBX imports into Unreal Engine and Blender too, and the GLB into Godot and three.js. The Unity scripts are extras on top of the same files.
Questions
Do I need to know how to rig or animate?
No. The skin weights are computed and every clip is generated; you only check the skeleton and steer the clips with dials if you want.
Does it use Unity's Humanoid avatar?
No. MonRig's files import with Rig type Generic, and the clips are made for the creature's own skeleton, so nothing is retargeted. That is what lets a dog, a spider and a snake share one pipeline.
What does it cost?
Rigging up to three creatures and previewing their animations is free. Baking and downloading the files is paid per creature, once; re-bakes are free. Prices: credit packs from €10 (100 credits); plans Indie €19 a month (250 credits) and Studio €49 a month (1,250 credits), yearly with two months free; a creature costs 10 credits once, on its first bake, and every re-bake and download of it after that is free. Prices include VAT.