In my animation program, do I just line up each animation one after another, rather than defining seperate “Takes”?
Can I apply my animations after I have split them in Unity to other characters, or do I have to create my other characters with all the same animations in my animation program and then apply the same settings to the new character as the old one?
For the record, I am using Animeeple as my primary animation program. Do you think this is a good program, or would you recommend something else?
You can do either both. I think the reason of having all the animations clip inside one file is so you don’t have to make that many calls to multiple files. We separated our animation clips in Maya at first but we ended up with so many files in our project hierarchy that can be confusing. So it’s all up to you really
Yes you can, just call the name of the animations to your character. Although the character’s size should be the same really. Haven’t tested it with different size models.
Really, how does this work? Does the character need to have the same skeleton for it to work? Do the bones have to have the same name? (This is the first I’ve heard of this and I’m very interested)
@Jingle Fett. We encountered it accidently actually. I don’t think it’s the same bones but the models are similar with exception like hair and accessories. In our case, after splitting the animation clips, it was only tested on one character. Then we add that clip to the element of another character and called it in script, it just worked
Sorry for the late reply. Are you asking a for a basic tutorial on how to use the animation view. This link, Unity Blog gives a good explanation of how to use them. If you need more information, there’s loads on google