have the particle animation on it without messing up the prefab animation? I would like particles to happen around the wrist of my character no matter where the wrist is and when I parent the particle to the bones it messes up the actual connections. Any help would be greatly appreciated.
Hey Robby,
You will need to use another kind of ‘Parent’. It’s called parent constraint.
Animation > Constraint > Parent > Option Box
I don’t have the Maya here but this is the ruff location.
Let me know if this fix your problem.
Thanks,
D
I think he’s probably talking about within Unity, not maya, since he’s talking about prefabs.
Parenting extra objects to an animated skeleton normally causes no problems, although you will “lose the prefab connection” because you’re modifying the heirarchy. Is this what you’re referring to? And why is it a problem? Adding a script or collider will make you lose your initial prefab connection to your source file, so this is usually an inevitability.
If you have to avoid this, you could probably parent your particle emitter at runtime through a script with transform.parent.
Ow, I missed that.
Sorry!
Yes this is what I was referring to AND the reason why it was a problem is because when I share the information with the programmer the skin prefab didn’t show up and when we reconnected everything thing the skin was weird. I think I may have a work around and do one skinned prefab and then a different one that is is the same place with the particles on it.
Thanks for your help.