Hello,
I am five days ago with a draining problem, almost freaking out. I need to make an animation in Blender where there are temporary objects that are not in the animation during the whole scene, but are deformed along with the armature (as appears an angry brow, and after a while disappear, for example). It is entirely possible in Blender setting the Outliner or changing the size of the objects to almost invisible. The Unity can also bring a change in the size of the objects during the animation, but the problem arises when using an armature. By my experience, the Unity always associates the size of an object to bone is associated. If there are two bones, Unity will consider only one of the bones to set the size. That way, I can not simply reduce an object that will not use more because Unity will simply ignore it, considering its size as the size of the associated bone. Also, if you use an external bone to define only the scale, Unity or disregard the armature or bone to change the size, ruining the animation. I can not connect to the thousands of bones skeleton to just set its size as to shrink them, deform the body as a whole.
I ask the greatest genius of all, for a little light of sanity, because I can not stand looking for a way to make visible objects other than via code by MeshRenderer as it would be impossible precisely change the visibility of what I want via code.
Some light?
Have you applied scale to your objects in blender? Ensuring they are all 1,1,1 (outside the animation)
In my text said yeah. I know it is big, but need read to understand xD
If you want said “pivot of armature”, yeah, is all in center. But i dont know what it can help specific in my case.
I mean ctrl-A in blender in each object in pose/rest mode. You haven’t provided much in the way of details. Add some screen shots showing what you are getting and help us understand what you are a expecting.
Hmm, okay, let me see how be more precise (sorry, my english is questionable)…
If a model need to smile (cartoon style), i cant deform the mouth to do that. To do that, i used in blender put a smile in same position of mouth, and let viewport invisible with “i” keyframe, and the animation works. But the unity viewport import of blender is limited, and this resource dont works. Some people said to does scale reduction in blender to turn invisible objects in Unity. It works but just when dont use armature in model. If we use armature, the unity understand that size of object is the size of bone, and scaling it is useless. If i reduce the bone, all model stay deformed. If i put a relative bone just to care of scale, the Unity ignore it, and dont work.
A cant put the smile separated, cause the smile need go with the face, keeping the animation. So, i triyng let the smile in armature, but all this things happen. I know that is logically impossible join 10 smiles in 1 face and want reduce it to turn invisible, but i dont know how do so precises invisible castings without need code mesh renderer off, cause this is impossible if i need the precision that i need.
Sorry, i made myself clare? If no, just ask again. Thanks for help.
Just for be clare: i already converting 3d to sprite to do it, i really want a 3d solution, if it exists. Ty again.