Hi,
So we created an character which has attach points animating with it (these are child objects). The hierarchy looks something like this:
Root (with animator)
- child character
- child weapon
- etc
This all works fine. So we thought “lets use unity’s built in override controller to change the character clips” and we create a new Override Controller, fill in the clips and use that. But guess what? It also wipes the child weapon keyframes. It really is stupid how this is designed.
It should just replace clips. Nothing more. Any suggestions before I go and code something better?
Hi Hippo,
I’m not sure I understand your problem.
What do you mean by it wipes the child weapon keyframe?
Where all your keyframe are stored?
The keyframes are all stored in the animation on Root gameobject.
Using override to change clip on child character overrides motion of weapon. It should not touch motion.
If you’re animation clip containt both the keyframe for the character and the weapon then this is expected.
Usually people split their animation for weapon and character in different animation clip and use either a sync layer or completely another layer to handle the weapon, this way when you override the character motion you still keep the motion for the weapon
Unless there is something else I don’t know from your setup