Say I have a monkey made in Max and I want it to move around in a game. What I understand is that there are 2 ways to make this possible:
- Make the animation clips in Max and the imported .fbx in Unity will have those clips saved. Anyway, after importing, I’d have to make an animator controller in order to cycle through states, apply the clips and basically fire them off through code.
Or 2. Don’t make any animations in Max, instead just rig the monkey. After importing, sort out the Mecanim bone rigging for the monkey and then use the animation window to keyframe movement. Fire things off in code.
So, in the first method, do I have to rig the monkey in Max before that, and what does the Generic rig in Unity do? And in the second method, how exactly does the animator controller fit in with the Mecanim bones?
Finally, a broader question, Mecanim wouldn’t work for the 2nd method if I wanted to animate a non-humanoid model, such as a rat or a flying bird, would it?
I’m sorry I’ve watched the tutorials and read the documentation, but I keep getting confused as to what’s what. Basically I don’t understand what has to be done in Max, and what can be done in Unity. And if I can do overlapping things (such as animation), when do I use one over the other?
Mecanim can make things very precise right? Such as a character waking, all I’d have to do is have a rigged model, set up a walking animation through the animator and tell it to play when I press a button. Physics would take care of the rest, making sure that instead of the character just translating its position while playing an animation, it would sync it with the walk speed.
God I got confused even when typing this.