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Assign animations at runtime

Discussion in 'Animation' started by ronkir, Jan 6, 2015.

  1. ronkir

    ronkir

    Joined:
    Jan 2, 2015
    Posts:
    2
    Hi. I try to figure out whats the best way to handle diversification of animations for models. Let me try to make an example. Lets say you want to show a fps-weapon. Each weapon is hold by hands which are shown at least when reloading it. And I don't want to have weapons ship their own hands. The look of those hands should also be a concern of the character played. Is it possible to only ship the bone-animations for "hands" and assign them on runtime?

    Another usecase would be to have various walking-, running- and idle-animations fur enemies so I can have the same enemy spawned multiple times with a random set of animations and only have to care about the animation-states "walking", "running" or "idle". As above, is that possible? Thank you!
     
  2. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675