I model on Lightwave 10, and I would animate in it too (unless you may suggest me something “better”?).
Let’s suppose that I have a model; the face has 3 morphs (normal, grin and smile). I have to animate a walk, a run, and a kick: 'cause of the above’s morphs, should I make 9 animations in total? (walk&normal, walk&grin, walk&smile // run&normal, run&grin, run&smile // kick&normal, kick&grin, kick&smile) Or what?
If by morphs you mean vertex deformations(as opposed to skeletal animation), that’s not supported by Unity I think. But you could use skeletal animation for facial expressions, and you wouldn’t need to make duplicates of your animations for each expression - just use additive blending for facial animation so you can mix them with any other animation you have going on.
Uhm… I don’t understand. Maybe technical language bareer? Or perhaps it is better if I recruit a team also for animation/hardcoding (well, er, who?)… I’m just a modeler… Perhaps there’s need of some hard tutorials for certain specific issues.
To answer your question if you have a model and it is all bone driven then yes you would do 9 animations to cover the permutations you need. But you can also do it with blended animations if you face animations are also bone driven, so that would give you 6 anims and at runtime you mix them together.
If your face animations are not bone driven then you will need a morph system to play back the face animations, so then you would have 3 character animations of walk run and kick, and a morph system where you can set face expressions.
Chris
Ok Chris, you was explaniatory. My morphs are the usual morphs made with Lightwave, that is point move. I guess I need other people to over animation, unless the app you hinted were easy to use.