Having real trouble with Mecanim.

I have done the tut, but absolutely find the whole concept of Mecanim way out of my depth!

I realy liked the simple drag in an animation to a slot, and trigger it via animation controller, as was the Legacy version.

Now I dont understand which component I must use to translate my keyboard input, to the animations in Mecanim.

Specific ansers I need:

  1. Why does my character float in mid air, after following the Mecanim Tutorial, Im using th Unity demo Bot Controller, ( I cant code my own)

  2. how do I get jump to work?

  3. How do I add my own animations (punch etc) and add new input keys for them, mouse_downs for example.

I can see that Mecanim is great for those subtle blends between lots of animations, but complicates EVERYTHING, when you just have 4 animations you wanna add quickly. (Idle Walk Punch and Jump)

Now if Mecanim handled the Input too… so the parameters you set are actually drop down menus of the Input keys you have set, but why do we need a “coded” controller inbetween? Its stops the dev flow for us mainly art oriented developers!

Or… am I missing something??

Mark

You’re looking at this from a very complex point of view. Basically, you are thinking it is more complex then it really is, ultimately confusing yourself.

Create the animation using the Mecanim store, then reference the animation on your prefab under animations, then simple call the Animation.CrossFade(“run”); to your script to animate your character based on code events.

I did the same tutorial.
After jumping my Bot landed up to his waist and merrily proceeded to wade through concrete until reset. I had spelled Collider with one ‘L’!