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I am having this exact issue. I think I have followed the same path as you and don't have anything that resembles a solution to this. Hopefully,...
@DavidPeicho the only way to do this right now would be to store all the blendshape information from the SkinMeshRenderer in a separate...
I'm not sure if feedback is still being taken on this change. Just in case it is, I would like to echo the previous posters in favor of Mitigation...
You could do a direct blendtree setup with bone animations as well. You would need to have identically named rigs if you want to easily reuse a...
@LouskRad Thanks so much for your kind words. I'm actually thinking about just putting together a GitHub Repo that can serve as a Mecanim API...
My preferred method is to use blendshapes and a direct blendtree, which is discussed in this video: [MEDIA] You could also manipulate the...
@LouskRad there might be quite a few artifacts as well. I'll have to check, but I'm fairly certain that States and StateMachines also remain as...
Are you using a Humanoid rig on the character? The balled up pose reminds me of the Humanoid Rest pose where all muscle clips are set to 0. This...
I would recommend putting all your animations into an AnimationController and using StateMachineBehaviors to accomplish what you what. David...
Welcome to the community @CodBadondayyyy First things first, it is very helpful if you put any posting of code within Code tags so that it formats...
This is a great talk from a couple years ago. David Geoffrey opens up with a demo of randomizing a melee animation. The principle is the same for...
@Delmadan You could do any changes you need to make in code in LateUpdate() rather than having to worry about disabling the Animator component....
Well, this definitely has my interest. This is the type of tooling I really like experimenting with. I won't be able to really dig into a problem...
@arisonu123 this might be a bit of a tough one to tackle. As @theANMATOR2b mentioned I did write a quick tool that allows for being able to...
For each of the curves in your animation, create a float parameter in the AnimatorController that has the same name as the curve, remember that...
As @AcidArrow pointed out, you can have the BlendShapes in another layer. Depending on what kind of effect you are going for, I tend to use...
Very quickly I ran a Sample Bind Pose on the character in the Avatar Configuration. Right away Unity started pointing out issues where bones were...
Would you be willing to share the rigged character? I'd be willing to take a look. Cheers, TrickyHandz
This sounds rather similar to the issue discussed in this thread:...
Glad it helped in some way. There's a lot better ways to do this than the enum for making it scalable. You're solution sounds great! I think I...