Custom Rigs and Layered Animation

Just want to put the feelers out to see who else has had any issues with layering animation not working with custom rigs.

i’ve been given the suggestion to use biped (as this is max) but that’s not the ideal solution as i’ve already animated a great deal (and wouldn’t apply for non-bipedal creatures which this game has quite a few planned.)

the animation data has been successfully imported and works fine… it just seems to break down while trying to tell only the upper-torso to animate and leaving the rest alone (such as when you have a character firing a gun and walking at the same time.)

if you have faced this kind of issue, would you kindly clue me in to how you resolved it if you have?

I’m going to do a test to see if my hunch is correct… but, do you think it might be because of the way that i make the rigs?

see, the heirarchy does have some non-bone objects in them such as the spine which has three pin-shaped shapes which are not set to be “bones” to aid in the controls (my main focus through college was cinematic rigs and my knowledge of game rigs is not that good.) so, anyone thinking that that might be throwing a loop? i mean, the animation data IS there and it IS moving when a single animation is played… but when i try and set up the whole layer thing is when it starts causing the animation data to not work properly.

i’ll do a test but if anyone has any tips they would like to point me to, i would be greatly appreciative.

(first thing is to tell those “shape” control objects which are in the stack to behave like bones… not sure how i can do this but i’ve heard that it’s possible using Max.)

Just want to post an update so that this issue isnt’ hanging around.

So far i’ve been able to figure this out when it comes to the position on the “Stack” where the layers are… and this is linked with the name and the animation clip of the source animations used.

So, say i have an “idle” and a “walk” being executed in one script to have the basic movement… and in another script i have a “walking with guns” and “idling with guns” in another. the naming of the script, since there were some animations that didn’t have an override to them would just use the default “idle” animation… and since they were using the same clip and named the same, that was what was seemingly causing the conflict such that it was overwriting the data from one with the other… it’s not the easiest to describe, to be completely honest.

this has led me to this one question, however… using Unity’s legacy system, is it set up that there can be only one “name” for each clip of animation data? my workaround for this was going into the file and defining a second “idle” animation clip and calling it “idle2” and that seemed to solve it.

yes, i know, i should be focusing on mecanim… but for those that don’t have access to it or haven’t made the update this might be a problematic suggestion.