A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
If what I see in the animation preview window in the Inspector is visually acceptable, is that what I should expect in-game as well? Because i...
It's a simple export from Max FBX. So it is going into Unity as just joints, which is expected. I was able to find the workaround inside of...
So I know the problem that I am having. Character Studio has a rig hierarchy that is not the standard in game dev. Unity bought rigs do. The...
Just depends on the animator really. I would prefer animating with skinned bones, not morph targets. And have a faster pipeline with skinned...
The easiest way that i have found. Is to take your gun object FBX and drag and drop it onto the hand bone you want to attach it to in the...
Are you wanting to merge the weapon in a 3d package or in Unity?
This tutorial should help. [MEDIA] No. This isn't my tut. I just know it taught me everything I know and is very helpful.
I am kind of confused on what you are saying here. The Orange state is the primary state. Meaning when it is in that state no other animations...
No. No engine can do that. since it is the user who needs to tell the engine what he/she wants. The engine isn't going to be able to guess what...
Exactly. Which is why i mentioned step 1. :P You guys don't seem like animators, so I assumed that is what your problem is. You didn't have any...
IMO. Fraps is the easiest way.
I haven't heard of such a thing. But you could just capture it using Fraps or any other capture software.
1. So you have a animation that translates in world space (walk forward cycle) exported out and in game? 2. Then you selected your prefab in game...
I have no idea at that one. That could be a engineering question. Typically. We would export each piece independently and put what we needed...
This is the method I have used in almost all production pipelines (Separate mesh objects). Never have I had clothing lay on top of body meshes....
Avatar Mask is used for blending animations. Optimize Game Objects is used for adding bones to the hierarchy of a Humanoid (and generic too, i...
The foot break doesn't look like a weighting problem but a naming convention or hierarchy problem. Make sure the naming and parent/child hierarchy...
Generic allows for squash and stretch of the bones, and that is something i need to utilize. That is one of the reasons. As I have said though....
Video tape yourself flopping around for reference. Animate the flopping using the reference. Export the animation flopping. Import into Unity....
Engines in the past never accepted morph targets, far as I know. If they did. It was expensive and was sacrificed for other things. I was...