Roadmap

What is planned for AnyMotion, grouped by version, plus further ideas the project has identified but not yet committed to a version.

This page is a snapshot, not a live feed. The status markers below reflect the state of the project’s source repository as of the date this page was last updated, not the state of any single plan document — a feature can show as in progress here even after its design is finished, if the code implementing it has not merged yet.

Planned

v1.0

  • Ground locomotion. Walking, running, strafing, look-at head tracking, foot planting on uneven ground, slope adaptation, and an asymmetric/limp gait.
  • 🔄 Style blending for gait presets. Blend between named preset styles — for example a base walk plus a “weary” or “cartoon” trait — using adjustable per-style weights, instead of hand-tuning every individual setting. Includes an in-Editor authoring section with a curve preview and a per-style contribution display, and a runtime API to read and change style weights from code. In progress: the underlying mechanism, the editor section and the runtime API are three separate, currently open changes, none merged yet.
  • 🔄 Per-character crowd variation. Deterministic per-character variation applied on top of a style blend, so many characters sharing one style set do not all move in perfect unison. In progress, part of the same change as style blending above.
  • 🔄 Safer preset loading. A preset file with a version newer than the build supports, or an empty or corrupted file, is rejected instead of silently loading as all-default values. In progress, part of the same change as style blending above.

v1.1

  • Timeline keying for gait parameters. Individual gait settings — for example duty factor — become keyable directly from Unity’s Timeline, documented as a supported way to author motion.
  • Named style signals. An optional layer on top of style blending that lets a shared or purchased style pack ship with named, described values instead of only numbered slots.

v1.2

  • Character-condition presets. Ready-made style deltas for common character conditions — injury, infection, mechanical damage, intoxication, age, fatigue — built entirely on the v1.0 style-blending mechanism, so this is authoring and polish rather than new code.
  • Player-facing style dial. Style sets loadable at runtime, so a game can expose a style choice directly to the player rather than only to the character’s designer.

Not yet planned

Further ideas the project has identified, roughly ordered by priority, none committed to a version yet. Each item carries a confidence marker: definitely (clearly intended, just not yet scheduled into a version), maybe (discussed as plausible, not committed), or tbd (genuinely open, no clear direction yet).

  • Jumping, falling and landing, with a ragdoll handoff for whatever the animation can’t cover. The next dependency-ordered step after ground locomotion; when a character walks off a ledge or misses a footing, releasing to physics removes the need for most of the recovery animation a scripted fall would otherwise require. (definitely)
  • Aim and point IK. Reach or point a hand, or turn the spine, toward a target — the same mechanism the shipped look-at feature already uses, extended to hands. (definitely)
  • Limb disablement and body-part damage feedback. A reportable per-limb state (working, degraded, disabled) a game can read and react to. (definitely)
  • A fuller per-body-part injury model, building on the item above: combined motion state for legs, arms, head and torso, plus shipped example reaction rules — a hit to the head raising a hand to it and slowing movement, a serious leg injury adding a temporary limp. (maybe — recorded as an idea worth writing down, not yet scoped for a version)
  • A precise footstep and landing audio event, tied to the exact moment a foot’s ground raycast detects contact, carrying enough information (impact strength, which foot, whether it was a full stride or a small corrective step) for a game to decide whether a sound should play at all. (definitely — already scoped in detail, not yet built)
  • Override sequences. Short, authored one-shot animation deltas — a wave, a stumble, a beat — played on top of the running gait, so a walk cycle stops repeating identically forever. (definitely)
  • Turning while moving, with a banked lean. (definitely)
  • Creature and non-human gait presets — zombie shuffle, prowling, lurching, and multi-legged creature gaits built on the same underlying system. (definitely)
  • Crouch walking and sneaking. Deliberately deferred so far in favor of the style-blending work above. (maybe)
  • Low and zero-gravity locomotion. (maybe)
  • Bone rotation limits, clamping joints to anatomically plausible ranges using data Unity’s own humanoid rig already provides. (definitely)
  • Secondary appendage motion — tails, ponytails, jaw wobble and similar simple secondary motion. (maybe)
  • Hand and finger IK — grip shapes, pointing, gestures. (tbd)
  • A multi-value linked Inspector control, for editing two or more related settings together by dragging one point in a small 2D shape, the way character-creator sliders are often edited. (tbd)
  • Surface running — running along walls and ceilings at any orientation, on any number of limbs. The strongest single visual showcase candidate in the project’s own catalog, but also one of the most technically demanding items in it. (tbd)