Hello,
I'm wondering if anyone has tips or tutorial links to the topic of effective character integration. I ask because we are having several problems with our rigged characters.
Is there a way to export a master rig with the skinned mesh once, then after that, export the rig with baked animations alone for calling in Unity? I am familiar with the @animation workflow, but it seems that the imported prefabs have to have the exact same assets in them (including the skinned mesh), or else the animation doesn't play correctly...
If that is the case, must I re-export every skinned animation every time an artist produces a new mesh/animation for the character? It seems like there must be a much smarter way to do this that I am missing!
I'm hoping that the master rig can just pull the transformation values from the animated rig files, without needing to reference the same skinned mesh.
We also have facial animations exported that we are hoping to blend in when needed, but this all depends on being able to figure out the proper way to handle customizable character integration.
The project involved regular updates to character visual appearance and animations.
Thank you for your time!
Hey there, Thank you Paulius! That sounds like the problem we've been having. I am currently revising the animator's filenames and trying to streamline stuff... so I will be sure to check the root count! I believe we are all running on up-to-date Unity, but matching hierarchy is a good practice anyway!
– Emericanized