|
I've made a basic animation set for my character, and now I want to also use those animations for some of the other characters in my game. Transferring the animations within 3ds max and then exporting each different animation for each different character could be done, but that would be time consuming and use a lot of unnecessary data. I made the new character have the same bone names but the bones have different proportions to match the model, and I had the expectation that I would be able to reuse the the animations I've already made. So, I've tried adding my animations to this other character through Animations in the inspector, and it does work, but it looks like bone locations are being transferred to where they would be in the model it was originally created for. Here is an example of what I get, next to how it should be.
What I want is for the animation clip to only use the bone rotation data, and use the bone position data of the skinned mesh that it's attached it. There must be a way to do this, as sharing animations between different models is very common in game engines like Source and Unreal.
(comments are locked)
|
|
I actually managed to do this by extracting only rotation info from the anim clip.
This is the full source code, I posted with some more explanation on my blog. Thanks for the detailed answer and code! I'm sure this will come in handy for a lot of people.
Feb 06 at 05:21 AM
jRocket
Heh, I hope so.. it was my 3rd day playing with Unity :)
Feb 06 at 05:27 AM
blindrenderer
(comments are locked)
|

Unity Answers has moved to a new system, and some users may have trouble logging in.
Engines like Source and Unreal are somewhat higher-level than Unity- it's possible to do this, but not through any facilities provided you by default. Try writing a script which translates animation data between skeletons.