Hi, I was wondering what the proper workflow is for accessing bones of an animated hierarchy saved as an fbx.
I have an animated tower, every object has a key on every frame. In code I aim the towers gun at a target. this however does not work properly since the animation that is played on the tower overrides what i do in code. My part solution was to add an extra controller object in unity into the hierarchy which has the gun as a child. now i have controll back over the orientation of the gun, however the animation is "lost" or disconnected.
The animation window even tells me that the curves are "Leftover" however i dont know how to relink them to the apropriet bone.
Is there a way to avoid said problem? Is it possible to export an fbx that only has certain curves of an object animated while the others are blank, or do i need to delete some curves, is that even possible with a read only fbx?
The animation of the tower is split on import, if that changes anything.
asked Jul 17 '12 at 10:07 PM
The usual approach:
answered Jul 18 '12 at 09:49 AM
The general advise is, do not animate the root bone. If you do this, you have to make the "whole" model a child of another object. Don't break up the bone hierarchy. Another way is to set a mixing tranform to effectively ignoring some curves. Another way is to remove the animation curves in your modelling application, or create duplicates of the animations in Unity (CTRL + D), replace the animations in the animation component and edit the animation in Unity.
answered Jul 18 '12 at 10:29 AM