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I have an object with two animation clips: "idle" and "jump". When I play the jump animation Unity overwrites existing transformations and returns my character to the origin for the jump. What I really want is to ignore the Position.x & Position.z components of the animation, and to just add the Position.y onto any existing transformation that I have. I had thought of using
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Try this: Put the model and animations inside an empty game object and move the character by using the transform of the container. Hehe, yes, I had thought of the double transform method. I was more hoping for further information on how to properly use AnimationCurve.Evaluate... :)
Jun 10 '10 at 08:03 AM
Toxic Blob
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