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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.
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The usual approach:
sorry for the late reply and thanks for the reply. this sounds like the solution i was looking for!
Jul 19 '12 at 08:42 PM
pheash
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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. hey, sorry for the late reply, this sounds a bit over complicated for my scene. I will look into mixing transform though it sounds interesting. thanks
Jul 19 '12 at 09:06 PM
pheash
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