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mecanim rig only? (no mesh)

Discussion in 'Animation' started by tiggus, Jan 24, 2014.

  1. tiggus

    tiggus

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    Sep 2, 2010
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    1,240
    I'm playing around with an idea and wondering if anyone has feedback on how to do it better.

    I took a mecanim character, deleted the renderer, and then parented a bunch of individual objects to the bones to form a wiremesh looking character made up of floating parts. Animator seems to work fine and the animations look pretty decent in a retro floating body parts kind of way.

    Any downsides to doing animation this way? I like this style so far because I can make tons of different characters simply by swapping out the parented game objects, but still use mecanim and it's state machine.
     
  2. TheCCJ

    TheCCJ

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    May 2, 2013
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    Technically, from an animation point, it shouldn't be an issue. You're providing a skin of individual meshes, but it's still a skin, so Unity shouldn't complain at all.

    However, with there being individual bits, the normals will likely light differently than they would on a continual mesh character, so rendering may prove to have issues you're not expecting, depending on how the lighting is done.
     
  3. tiggus

    tiggus

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    Thanks, that makes sense regarding lighting I'll have to make sure I work that in to the design of the characters. For the most part they will be wiremesh type models so lighting is not much of a factor but there will be the occasional filled sections.