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
2What 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.
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/
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.
– tteneder