Motion Matching for Unity (MxM) - Advanced Character Animation with No State Machine
MxM is an animation system for Unity that utilises the 'Motion Matching' technique instead of traditional state based animation systems. Motion Matching does not require a complex state machine, you never have to define transitions or set conditions. Motion Matching provides a good balance between animation fidelity and responsiveness.
Motion matching works on the simple concept that if an animation pose has a similar pose to the current pose and it's trajectory aligns with the desired trajectory of the character, then it is a good choice for an animation frame to jump to. MxM jumps all over the place through all animation data at any time in order to achieve the best possible result.
While there are other animation techniques that allow high quality animation, they are often very rigid with slow response to user input. Motion matching makes little compromise, providing high quality organic animation coupled together with a fast response to user input.
Motion matching is a relatively new animation technique which has been used in many Ubisoft and EA titles. Even 'The Last of Us 2' uses motion matching.
Note: I am in no way affiliated with Ubisoft, EA, Naughtydog or 'The Last of Us 2' project.