Animating both mesh and armature in Unity with imported animation from blender

I am trying to import a character that moves by stretching and unstretching itself to its next position, like a kind of worm. I have been trying to apply root motion to the mooving animation, and to do so I added a bone at the center of my character. I now want to animate both the bone (root movement) and the mesh (stretching). The result I have been getting is the being mooving but with no stretching. Also, on import, the animation is separated into Cylinder|animation and Armature|animation .Is there a simple way to animate both child objects simultaneously? or another way to accomplish what I am trying to do without root motion? or root motion without the bone?

2 Answers

2

What I ended up doing was make the creature moove through trsnslation in each frame, process that is triggered by an animation event. I am still interested in the bone alternative, because it could be much simpler.

what issue do you mean? Double clicking log messages in Editor should work, since my custom Debug class is only compiled/used in non-editor and non-debug builds.

I wrote a blog with PDF step-by-step on creating a worm in blender, texturing it, animating it, and importing into Unity to work with Mecanim.

https://www.lokeldigital.com/blog/blender-to-unity-modelling-and-animating/