Hello!
I’ve been recently working on a game, using cube-made characters (meaning that every character is made of separate cubes, those made in unity, not in blender). I have quite a lot of problems while working with the animation system that way thought. Mecanim won’t work for me, neither does old-ass legacy animation system. This is the way my character looks like:
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Mecanim: After hours of research, still can’t figure it out: how can I make an avatar of that character I made. It simply won’t work. So: I attached an animator component to the player game object, made an animator with transitions and a clear state that has a transition from “Any state”. As parameters from the new state to the ‘walk’ state, the parameters consisted in a velocity (float) one, accesed from script as well,
anim.SetFloat("velocity", speed);
, where the speed float is a float that gets a value whether you hold (or not) the ctrl button. In the transition the parameter was “velocity Greater than 1”, and even if you wouldn’t hold the ctrl button you’d still get 2.88f value. Tried to use a SetFloat of 1f, so I could see if does it acces it: it does not. I think it would be solved if I’d have an avatar. So, in my case, how can I create an avatar? - Animation (Legacy): From debug mode, set the animation type to legacy, then accessed from script; went well, but when the component (animation one, without having an animator) it goes up in the sky. I have to point on the fact my player has a walker script that directly acceses character controller: tell me if is that the issue.
Hopefully you could help me out!
Paul