
Honami-Animation-System
Honami is a visual, UI-first animation system for Unity 6 that replaces Mecanim with timeline editors, node graphs, and a zero-allocation runtime, letting animators author animations with almost no code.
It provides a pluggable input abstraction (IMotionSource) so the canvas never depends on a specific sensor, and implements pointer stability via a One Euro filter, careful rumble state preservation, and a non-blocking read loop.
A C#/.NET interactive display driven by a real Wii Remote over Bluetooth: motion, pointing, and gestures mapped to an on-screen canvas in real time.
A gaming motion controller is a cheap, precise, and genuinely fun way to drive an interactive
display, but the value is in the plumbing: reading the controller over Bluetooth HID, turning
noisy accelerometer and infrared data into stable pointing, motion, and gestures, and mapping
that onto something on screen without lag. wiimote-motion-display does that end to end. A Wii
Remote connects over Bluetooth HID; its accelerometer, IR camera, and buttons drive a pointer,
tilt and motion, and recognized gestures on an interactive canvas built with MonoGame.
Scope note: the input layer is pluggable, with the Wii Remote as the reference device. The canvas is built on MonoGame, the open-source continuation of the XNA Framework, so the programming model is the same one legacy Kinect/XNA projects use, and porting the render side to XNA on Visual Studio is direct. This is my own hardware, built and tested for real.
flowchart LR
W[Wii Remote] -- Bluetooth HID --> R[HID report reader\naccel, IR, buttons]
R --> F[Fusion\norientation, pointer, gesture]
F --> M[Mapping]
M --> C[MonoGame canvas\npointer / motion / gesture actions]
C -- rumble / LEDs --> W
The hard parts of a movement-controlled display are the same whatever the sensor: read a noisy real-time input, turn it into stable motion and gestures, and drive a responsive display. This project does
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