i don't understand the animation system.

I’ve got 3 animation clips for my character that are produced with the meshmorpher from models exported from Blender.

I’ve looked at the character animation docs(and the tutorial which said I needed Maya to use it,) and they’re not helpful since I’m not using skeletal animation at all nor am I using blended animation. All I want to do is the following:

If no key is pressed, the first frame of the 1st animation clip should be displayed. If the up key is pressed, all the frames in the 1st animation clip should run and it should hold on the last frame until its released. If the mouse button is played, animation clip 2 should play in its entirety and then revert to the 1st frame of clip 1.

I have been wrestling with this all evening and can’t make it happen. When I play the first clip, it insists on playing all 3 clips in succession and loops. I don’t know why.

Please advise.

I just had a thought. Should I uncheck Enable for the meshmorpher component?

Has anyone done something similar in a project I could examine?

I am not quite sure what you are doing but the mesh morpher doesn’t work together with the animation component.

If you want to animate a character you have to use bones.

I am animating my character with the meshmorpher. I have 20-some models I imported and added them into the meshmorpher component.

I created 3 animation clips in Unity that animate what frame the meshmorpher is on.

If they aren’t supposed to work together, why does it let me add the meshmorpher frame as a key?

Hmm ok, i guess you can do it like that.

Not sure how you would make it play those animations in succession, except when using PlayQueued. Seems unlikely this is the problem really.

Did you look at how the value you animate changes over time in the inspector?

Somewhat offtopic, but:

Given there’s a meshmorpher component in Unity, how hard would it be to just support MD2 and similar models (which are essentially morphed meshes)? This would allow a lot more tools to produce animated models for Unity.

Everything is working now. The meshmorpher being enabled was competing with the script driving the animation.

All’s well. At least I have an animation path from Blender while I want for the Collada plugin to add animation support.

Yay!