Analysis updated 2026-05-18
Build character animation state machines visually instead of writing custom C# state logic.
Animate non-character objects such as doors, weapons, and vehicles using the same tool as characters.
Edit and preview blend trees, masks, and clips directly in the Scene view without entering Play mode.
Fix keyframes on an existing animation clip without switching to Unity's built-in Animation window.
| loyal-studio/honami-animation-system | tyrrrz/minirazor | aayan555/ds4windows | |
|---|---|---|---|
| Stars | 232 | 230 | 220 |
| Language | C# | C# | C# |
| Last pushed | — | 2023-07-16 | — |
| Maintenance | — | Dormant | — |
| Setup difficulty | moderate | easy | moderate |
| Complexity | 3/5 | 2/5 | 2/5 |
| Audience | developer | developer | general |
Figures from each repo's GitHub metadata at analysis time.
Requires a Unity 6 project, the system is still in beta with some features like Sequencer mode still in development.
Honami Animation System is a replacement for Unity's built-in Animator Controller, built for Unity 6. Instead of scripting animation logic, you build it visually: a node graph editor lets you draw states, transitions, blends, masks and events the way you would edit video, rather than writing code for each of them. The project describes the split of labor plainly: the animator builds the graph and the programmer writes the gameplay code that drives it. The system can animate anything that has an Animator component: characters and creatures, but also weapons, vehicles, doors, cameras, and other props. Under the hood it builds and runs its own PlayableGraph, with an evaluation loop designed to avoid runtime memory allocation, which matters for games that need steady frame rates. A central piece is the Honami Timeline, a tabbed window with a frame ruler, tracks, and a scrub head, similar to a video editor. It has a State mode for authoring and previewing a single state with clips, event markers, and settings like loop and speed, and you can preview it directly in the Scene view without entering Play mode. It also has a Clip mode, a per-bone keyframe editor that lets you fix an animation clip's keyframes without leaving Honami, and a Sequencer mode that is still in development for arranging full scripted sequences. The node graph itself is made of typed nodes rather than one large flat state machine. Examples include an Animation Node for a single clip, a Blend Tree Node for smoothly blending between clips such as idle, walk, and run, a Random Node for picking a weighted clip on entry, a Sequencer Node for stitching several clips into one state, an Event Node for pure logic without animation, Portal Nodes that let you jump across a large graph without long connecting wires, and Any State or Repeater nodes for global transitions such as deaths or stuns. Sub-Nodes let you attach extra logic inside a single state, such as switching an avatar mask based on a parameter, without cluttering the main graph. The project is in beta and licensed under MIT, which allows free use, including commercial use, as long as the copyright notice is kept.
Honami Animation System is a visual, node graph based replacement for Unity's Animator, letting you build character and object animation without writing state machine code.
Mainly C#. The stack also includes C#, Unity 6, PlayableGraph.
Use freely for any purpose, including commercial use, as long as you keep the copyright notice, under the MIT license.
Setup difficulty is rated moderate, with roughly 1h+ to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.