Animation Setup
Tools → Party Core Kit → Animation Setup. The kit character runs a Generic rig on purpose — no Humanoid muscle clamping — which normally locks you to clips authored on its exact skeleton. This window removes that lock: adapt a clip from another skeleton onto the character, then choose which clip plays for each movement state.
Two pages, one target character
A Target character field sits above both working pages and drives them together — it supplies the skeleton Clip Adapter maps onto and the Animator controller State Mappingedits. It defaults to the kit's own character (a Use kit default button restores that at any time), so swapping in your own rig means changing this one field rather than repeating setup in two places.
Clip Adapter: bring in a foreign clip
Drop in a source clip
Any GenericAnimationClip— a locomotion or crouch take from an asset-store pack, Mixamo, or your own animator. A Humanoid clip is handled separately: the window offers a one-click auto-convert of its source FBX to Generic first (one reused copy per animation set), so Humanoid packs become usable here too.Bones auto-match by name
Mixamo'smixamorig:prefix, underscores and similar naming conventions resolve automatically. Anything left unmapped shows as a mismatch you fix by hand from a per-bone dropdown; bones your rig doesn't have (finger joints on a hand-less rig, say) are flagged beyond rig detail and dropped rather than guessed at.Nudge and preview
A live posed preview shows the mapped result as you work, with per-bone rotation offsets for anything that still reads wrong — most often the whole character's facing, corrected once at the root.Bake and generate
A rest-pose bake corrects orientation so the generated clip stands upright instead of facing the ground, and writes a new clip underCoop/AdaptedClips/(converted Humanoid sources land in_GenericSources/beside it) — the original asset is never modified.
State Mapping: wire a clip to each movement state
Every state on the character's Animator Controller — Walk, Crouch, Swim, Jump, and the Attack overlay layer alongside base locomotion — gets one row with a clip field. This is the explicit, buyer-owned alternative to the Setup window installer's filename auto-matching: point every state at the clip you want and press Apply to controller. Blend trees show read-only (edit those in Unity's own Animator window); nested sub-state-machines are out of scope for this page.