Mecanim and non-character meshes

I have a simple question, that has frustrated :face_with_spiral_eyes: me for the last two nights. Should I avoid using Mecanim for non-character meshes?

I spent two nights trying to determine if there is a way to make a simple mesh (just a cube) pulse by scaling it over time. I can do this just fine in Maya or the legacy .anim system but I can’t seem to find a way to use Mecanim. Am I employing the wrong tool for the job?

Thank you and be merciful,
CatchCo

looks like you must have at least two objects to use Generic- when I parented my cube to another object before export, it worked

having figured it out, I still think it’s sort of like driving the Ferrari out to get the mail when the mailbox is only 50 feet away… overkill :slight_smile:

I’m hoping the Mecanim guys will work out some simple, but elegant, way to do basic mechanical animations (given that, according to the docs, the legacy stuff will eventually be merged into it)

Sue

You can use Mecanim with animation type set to generic for all your non humanoid character. Also Mecanim can only animate transform, nothing else for the moment. We want to add support for more animated thing in a future release.

Sonny

Thank you both for the response. Until mecanim is expanded to a feature set that resembles the legacy system I will stick to the legacy system unless it is a character or more interesting model. I hope the improvements to mecanim aren’t too far off as it is a very slick system.

It might be too overkill for mecanim for such process. Mecanim for now just uses bones to animating characters. Why not try animating it in regular animation tool in Unity.

-Jhoemar