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Question Syncing 2D Animation of a character consisting of multiple sprite renderers/animators?

Discussion in 'Animation' started by Dabonez, May 3, 2024.

  1. Dabonez

    Dabonez

    Joined:
    Feb 6, 2016
    Posts:
    8
    Hello everybody,

    I split my character up into multiple different GOs with Sprite Renderers and Animators (arms, legs etc.) in order to be able to animate them all separately (e.g. arms attacking while legs are standing/moving). However, I'm not sure what the correct workflow for animating those parts would be.

    Currently, when trying to animate one of the parts, I have to memorize/write down where all the other parts would be in each frame then test it out in real time in play-mode to see whether it roughly fits. Obviously this cannot be the correct way, but I can't figure out a way to simulate the playback of multiple animators simultaneously in order to be able to sync them up.

    Do you have any advice about what the workflow should look like? Greatly appreciated!

    PS: Sorry moderators, I've posted this earlier in the 2D Board not having seen that this one exists.
     
  2. david2658

    david2658

    Joined:
    May 8, 2024
    Posts:
    1
    Hello,
    To animate character parts separately in Unity, use child Game Objects with Sprite Renderers and individual Animators. Create Animation Controllers for each part. Use Animation MGHPatientGateway Events or Unity's Timeline/Cinemachine for syncing animations. Preview animations in the Editor.
     
    Last edited: May 9, 2024