![]() ![]() ![]() ![]() ![]() Unity always sees everything as keyframe animation that has to be broken down in clips within Unity as far as I know, what is a good way to accomplish getting all these different non-linear animations into Unity? Right now the only thought I have is to simply place all the animations out on a timeline like the legacy animations and then try to access them seperately from a c# code.ĭoes anybody have any tricks or information about using blender NLA with Unity or general insight into the whole animation direction issue I'm facing? Thanks in advance. I believe the model is propperly rigged up for this and I can get it to work like this from within blender, the problem I'm having now is how to get that to work propperly from within Unity. If youre exporting to FBX manually from Blender, the checkbox Baked Animation will save the animation to the file. I recently converted the bird model in my project from a bunch of different pieces animated with legacy keyframe animation in Unity into a single skinned mesh renderer that is all rigged up and I plan on animating using mechanim or at least c# script that can blend different animations together, like for example, instead of having to animate an eye blink in every different head position, I want to be able to blend the eye blink animation with the model so the head position is irrelevant. ![]()
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