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Right way for interaction animation

Discussion in 'Animation' started by Kamey, Jun 21, 2022.

  1. Kamey


    Apr 30, 2022
    I'm pretty new in gamdev, so need help even not in technical implementation but in concept naming.

    I want to add an animation to my game. Animation - character drink coffee (just get the cup from nowhere, put it near mouth, imitate drinking and put it back to nowhere. By 'nowhere' I mean that the object of coffee cup should be visible only during this animation, I do not have any logic for it in a game)

    My problem is that I do not understand what is the best approach to do it.
    I've created a character in the Blender and create several Actions (animations) where one of them is 'Coffee drinking'. But in Blender I was able to add new mesh 'Cup', parenting it to the characters hand and added keyframes for the visible/unvisible options. But when I export it as .fbx to the unity I have animation of drinking without cup. Just character does some moves that imitates drinking (but no cup). Maybe for experienced users it's obvious and expectable behaviour, but for now I can't get it.
    I've already read about 'Runtime rigging' In Unity approach, but I'm not sure that it's suitable for my case.

    Soooo, the main question is: What is the right flow to get an animation of character that interacts with some object that exists (visible) only during this animation?

    Thanks in advance!
    Last edited: Jun 21, 2022