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Oh, also, don't import your .mb into Unity. Always export as an FBX and I would highly recommend cleaning the file before you do that. Get all...
Look at your character's avatar in the inspector. You probably have some offsets in the joints that are causing that to happen. Also...
You can delete the mesh in your creation program (Maya, Blender) and simply export the skeleton as an fbx. That is they way I do all of my clips....
So deltatime sucks for this because of its variability, use normalized: animNormalizedTime =...
You will want to select all of the bones and "bake" the animation. This looks a bit different depending on what program you are using but look in...
Can you make a video walking us through the setup for the gun? There are a lot of different ways that this could be handled, to help I need to...
Hey! So the way that you want to do things is in your animation program (Maya, Blender etc.) you want to make individual animation clips (by...
Also, just FYI, I know you are new, but you might as well know this now, the mecanim system is and always has been a sloppy and inefficient...
What is the root-motion joint? Sometimes I have seen the root motion joint assigned to the hip. There should be a world position joint above hip...
Try undocking the inspector window.
Oh, I see. So it is an editor issue. I do see what appears to be a grab/resize bar on the state that appears to be missing its inspector info....
So, I don't know if you know this, but if you want to see the animator update you have to have the character node with the animator component on...
Check if root motion is on in the animations and the top most node of the character itself. If you never expect the character to move then you...
This is the script that I wrote: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations;...
So its been a min. since I did this, but my recollection is that you have to establish the aim constraint on instantiation or it has some wonky...
Go into the inspector-->rig of your character, open up the configure settings and look at the joint alignment of your character. It is probably...
You can setup events in the animation clip itself. That event can be listened for and trigger whatever you like. Just look for animation events...
Is your character animated with root motion?
Are you using root motion animation?
Try dividing the animation up into three sections so that the anticipation completes, have a single frame state that the anticipation exits to,...