I’m just started with animations.
I’ve made an animated door, which can swing open. Now, the ‘door-object’ is made by two seperate objects (door + doorframe = door-object). I animated the door (not the whole door-object) in blender.
In Unity, I have now the clips ‘door_opening’ and ‘frame_opening’ (I think to have the options of relative positioned animation).
The problem is, if I have the animator controller on the door-object, the animation works. But I’m aiming for the door-collider to activate the door. I need the script there.
The sounds are mady by functions called by animationflags. I want to keep it as simple as possible.
Now, if I put the animator to the door, the animation is playing, but the door isn’t moving. On that way, I can keep the sound and lock input script in the main door script.
Otherwise, I would have the door main script on the door, the sound script on the door-object and I would have to crosslink everything (not an elegant solution).
What options do I have?
Edit: just saw that:
Why is it missing?
Plus: One of the animations was cut 2 frames before end. An Unity Answer said to fix select ‘clamp range’. Now the half of all the animations are broken… how can that happen?