I have a general query on animation. Let us say we have a model that is using mixamo run animation. What is best practice to add a ‘fire gun’ animation which occurs in top part of model.
And what about a fire shotgun. My question is do people create all separate animations for each weapon.
Or is there some way to keep the running leg animation and swap out top half for firing animations.
Thank you, as we are new I am wondering if we have correct procedure in place. At present I am not sure.
She uses something called 3dmax to copy animations from mixamo into and then combine manually. Then she exports into unity but uses ‘legacy’ animation instead of humanoid.
We worked out with weapon, you need many animations
Run with no weapon
Run with weapon
Walk with no weapon
Walk with weapon
etc. As you can see from above there is a lot of work to do? I am not sure if this is correct way?
Hi. I would not claim to be an expert by any means. I have used a combination of ik (final ik asset) and animation layers (essentially one layer for arms and head, one for rest of body) to achieve aiming at a target whilst standing / walking etc. This uses unitys built in animation system as the core (mechanim?) I used this asset as my base which came with a number of baked animations which i then layered and ik animated:
The author also has a limited free version as well i think.
If you are just starting out then my recommendation would be to try and find a tutorial ideally with an example scene you can pick apart. Broadly the job of ik in my case is to adjust the underlying animation.
I would recommend making a quick prototype before your artist starts detailed animation work so you know precisely what is needed. This will save a lot of effort down the line.
Thank u so much the masking information has been of great help and is something to investigate, i will set my friend a task in trello today to research.
We are making own 3rd person controller here , but obviously we want to cut corners and save time where possible.
Using mecanim on humanoid characters mean we can swap and change characters easily.