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molton
11 years agoExplorer
Non-linear Animation from Blender in Unity
Hello. I recently converted the bird model in my project from a bunch of different pieces animated with legacy keyframe animation in Unity into a single skinned mesh renderer that is all rigged up and I plan on animating using mechanim or at least c# script that can blend different animations together, like for example, instead of having to animate an eye blink in every different head position, I want to be able to blend the eye blink animation with the model so the head position is irrelevant. I believe the model is propperly rigged up for this and I can get it to work like this from within blender, the problem I'm having now is how to get that to work propperly from within Unity. Unity always sees everything as keyframe animation that has to be broken down in clips within Unity as far as I know, what is a good way to accomplish getting all these different non-linear animations into Unity? Right now the only thought I have is to simply place all the animations out on a timeline like the legacy animations and then try to access them seperately from a c# code.
Does anybody have any tricks or information about using blender NLA with Unity or general insight into the whole animation direction issue I'm facing? Thanks in advance.
(I orignally posted this over in Art & Content creation but I figured this is on the more technical, Unity related side of things and also that forum doesn't ge much traffic :) )
Does anybody have any tricks or information about using blender NLA with Unity or general insight into the whole animation direction issue I'm facing? Thanks in advance.
(I orignally posted this over in Art & Content creation but I figured this is on the more technical, Unity related side of things and also that forum doesn't ge much traffic :) )
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- moltonExplorerI think I figured out what I was doing wrong, I was trying to use the Animation component that worked with the legacy animations, but I found some good tutorials on how to use the Animator component for animations from generic rigs here
http://unity3d.com/learn/tutorials/modules/beginner/animation
and this has some good info for getting animations to work well in Unity, exporting to fbx does seem to help for this if you follow the export settings suggested in this tutorial. - moltonExplorerI had performance issues when 0.43 came out, redoing this bird model fixed it :) If you are doing character animations without a skinned mesh renderer and without an armature in Unity, I highly recommend not doing that :)
Being able to use the mechanim animator instead of just calling animations is so cool too, this really makes a lot possible.
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