hello all,
I being working on character animations to be set on a character model exported from maya in .mb format.
There is a animation linking problem. I checked the goober model example from character animation and moving in the same manner. And the animations are kept as
character
character@idle
character@run
character@punch
(every animation in different .mb maya format file, doing this to get the proper crossfade blending)
I thought its because of the rigs and controls the animation is not properly linking up.
So than again i baked the animation through key and bake animations. And exported the animated meshes itself in this same format
character
character@idle
character@run
character@punch
But no go and the animation is not linking up. So its just standing at the same first “character” phase and its not shifting to its animation of idle, run, or punch sequence.
Also i tried Bake Animations option which is provided in unity itself, but no result.
Moreover i tried simple animation on a sphere like wise
and the code i am using
function Start ()
{
animation.Stop();
animation.wrapMode = WrapMode.Loop;
}
function Update () {
if (Input.GetAxis("Vertical") > 0.1)
animation.CrossFade("run");
else
animation.CrossFade("idle");
}
sphere
sphere@idle
sphere@jump
and the same above code script, and the link up of other animation events worked nicely. And i can see the other animation is called and linked in a proper way.
But with the character animations i am facing problem as the animation are showing in the property window as linked up under different elements, but they are not working while giving them a call in the same manner with the same code script that is already working on the basic animations of sphere i made.
Is there any other way to export the animation that can work in unity, so that the other animation events can be fired in a proper way.
And want to know what i am missing here.
As couldn’t get the right way to make it work.