Emerald AI Wiki
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  • Getting Started
    • Included Demo Scenes
      • Shooter AI Demo
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      • Summoning AI Demo
      • Healing Demo
      • Patrolling Demo
      • Inverse Kinematics Demo
      • Ragdoll Demo
      • Grenade Demo
      • Footsteps Demo
      • Random Waypoints Demo
      • Dynamic Wandering Demo
      • Health Bar Demo
      • Alignment Demo
      • Explosion Damage Demo
      • Sound Detection Demo
      • Fleeing Demo
      • Mouse Movement Demo
      • Companion Demo
      • Equippable Weapon Demo
      • Optimization Demo
      • Working Villager Demo
      • Debugging Demo Scene
    • Getting Started
    • Baking NavMesh
    • Setting up a Player with Emerald AI
    • Upgrading to URP and HDRP
    • Difference Between Emerald AI 3.0 and Emerald AI 2025
  • Help
    • Solutions to Possible Issues
    • Using the Wiki Search Tool
    • Release Notes
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  • Emerald Components (Required)
    • Animation Component
      • Creating an Animation Profile
      • Opening the Animation Viewer
    • Behaviors Component
      • Creating an Aggressive AI
      • Creating a Companion AI
      • Creating a Cautious AI
      • Creating a Coward AI
      • Creating a Passive AI
      • Creating a Pet AI
      • Creating Custom AI Behaviors
    • Combat Component
      • Assigning Combat Actions
      • Assigning Attack Transforms
      • Assigning Ability Objects
      • Weapon Type Amounts
    • Detection Component
      • Applying a Head Transform
      • Setting up the Detection Layers and Player Tag
      • Faction Relations
    • Movement Component
      • Using the Align AI Settings
      • Using the Dynamic Wander Type
      • Using the Waypoints Wander Type
      • Using the Stationary Wander Type
      • Using the Destination Wander Type
    • Health Component
      • Setting up an AI's Health
      • Setting up an AI's Hit Effects
    • Sounds Component
      • Creating an AI's Sound Profile
  • Emerald Components (Optional)
    • Adding and Removing Optional Components
    • Cover Component
      • Applying the Cover Component
      • Setting up the Cover Component
      • Setting up Cover Nodes
    • Debugger Component
      • Applying the Debugger Component
      • Drawing an AI's Path
      • Drawing an AI's Destination
      • Drawing an AI's Line of Sight
      • Drawing an AI's Undetected Targets Line
      • Debug Log Targets
      • Debug Log Current Obstruction
    • Decal Component
      • Applying the Decals Component
      • Setting up the Decals Component
    • Events Component
      • Applying the Events Component
      • Creating an Event Through the Editor
      • Creating an Event Through Code
    • Footsteps Component
      • Applying the Footsteps Component
      • Setting up the Footsteps Component
    • Inverse Kinematics Component
      • Applying the IK Component
      • Creating an Animation Rig and Multi-Aim Constraint
      • More Info on the Animation Rigging Package
    • Items Component
      • Applying the Items Component
      • Creating Equippable Weapons
    • Location Based Damage Component
      • Applying the LBD Component
      • Assigning Colliders to the LBD Component
      • Damaging the LBD Component
    • Optimization Component
      • Applying the Optimization Component
      • Setting up the Optimization Component
    • Sound Detector Component
      • Applying the Sound Detector Component
      • Understanding the Sound Detector Settings
      • Using an Attract Modifier
    • Target Position Modifier Component
      • Setting up the TPM Component on an AI
      • Setting up the TPM Component on a Player
    • UI Component
      • Applying the UI Component
      • Setting up the UI Component
    • Weapon Collision Component
      • Applying the Weapon Collision Component
      • Setting up the Weapon Collision Component
  • API
    • Accessing the EmeraldAPI Script
    • Available API
      • Movement API
      • Combat API
      • Faction API
      • Sound API
      • Animation API
      • UI API
      • Detection API
      • Behaviors API
      • Health API
      • Items API
    • Damaging an AI
    • Damaging a Custom Character Controller
    • Using the Built-in Object Pooling
  • Emerald Profiles & Objects
    • Ability Object
      • Bullet Projectile Ability
      • Grenade Ability
      • General Projectile Ability
      • Ground Projectile Ability
      • Aerial Projectile Ability
      • Arrow Projectile Ability
      • Melee Ability
      • Teleport Ability
      • Summon Ability
      • Healing Ability
      • Area of Effect Ability
      • The Collider Module
      • The Damage Module
    • Combat Action Object
      • Blocking Combat Action
      • Dodge Combat Action
      • Strafe Combat Action
      • Random Movement Combat Action
      • Switch Target Combat Action
      • Creating Custom Combat Actions Through Code
    • Reaction Object
      • Creating a Reaction Object
      • Included Reaction Objects
    • Animation Profile
      • Creating an Animator Controller
      • Applying Animations
      • Regenerate Animator Controllers
      • Copying Animation Profiles
    • Sound Profile
      • Creating an AI's Sound Profile
      • Setting up Footstep Sounds
      • Setting up Attack Sounds
      • Setting up Warning Sounds
      • Setting up Death Sounds
    • Waypoint Profile
    • Footstep Surface Object
      • Creating a new Footstep Surface Object
      • Setting up a Footstep Surface Object
  • Emerald Managers
    • Setup Manager
      • Setting up an AI with the Setup Manager
    • AI Duplicator Manager
      • Duplicating an AI
    • Animation Viewer Manager
      • Opening the Animation Viewer
      • Previewing Animations
      • Creating and Applying Animation Events
      • Creating Attack Animation Events
    • Faction Manager
      • Modifying Factions Through the Faction Manager
    • Combat Text Manager
      • Adjusting the Combat Text Settings
      • Accessing the Combat Text System Through Code
  • Integrations
    • Integrations
      • Final IK
      • Invector
      • FPS Engine
      • Dialogue System
      • Quest Machine
      • Love/Hate
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On this page
  • Applying Animations
  • Required Animations and Info
  • Non-Combat Animations
  • Type 1 and Type 2 Animations

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  1. Emerald Profiles & Objects
  2. Animation Profile

Applying Animations

Last updated 1 year ago

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Applying Animations

To apply animations to the Animation Profile, start off by opening the Non-Combat Animations foldout. This can be done by pressing the foldout area.

Pressing each internal foldout will open up more settings. Simply apply an animation to each slot and adjust its speed, if needed.

When you have finished applying all animations the Non-Combat Animations foldout, do the same thing for the Type 1 Combat Animations foldout.

Note: If your AI is using the Passive Behavior Type, you do not have to apply any animations to the Type 1 Combat Animations foldout. However, if your AI is using the Aggressive or Coward Behavior Type, you will still need to apply the Type 1 Combat Animations as the AI will switch to these animations when fleeing or entering combat mode.

Required Animations and Info

Below is a list explaining what animations are needed depending on the features and type of AI you want to create.

Important: Ensure you apply all required animations. Not doing so will can cause an AI to work incorrectly.

Non-Combat Animations

Non-Combat Animations
  • Idle List (Required)

  • Idle Stationary (Required)

  • Walk Left (Required)

  • Walk Straight (Required)

  • Walk Right (Required)

  • Walk Back (Required)

  • Run Left (Required)

  • Run Straight (Required)

  • Run Right (Required)

  • Turn Left (Required)

  • Turn Right (Required)

  • Hit List (Only if an AI will receive damage)

  • Death List (Only if an AI will receive damage)

Type 1 and Type 2 Animations

Type 1 and Type 2 Animations
  • Idle List (Required)

  • Idle Stationary (Required)

  • Idle Warning (Optional)

  • Walk Left (Required)

  • Walk Straight (Required)

  • Walk Right (Required)

  • Walk Back (Required)

  • Run Left (Required)

  • Run Straight (Required)

  • Run Right (Required)

  • Turn Left (Required)

  • Turn Right (Required)

  • Hit List (Required)

  • Death List (Optional - An AI will use ragdoll deaths if there's no death animations)

  • Attack List (Required)

  • Strafe Left (Strafe Action Only)

  • Strafe Right Strafe Action Only)

  • Block Idle (Block Action Only)

  • Block Hit (Block Action Only)

  • Dodge Left (Dodge Action Only)

  • Dodge Back (Dodge Action Only)

  • Dodge Right (Dodge Action Only)

  • Recoil (Optional)

  • Stunned (Optional, but will exclude an AI from being stunned)

  • Put Away Weapon (Optional)

  • Pull Out Weapon (Optional)