Are the animations created internally in Unity - reuable (retargetable) onto other humanoid characters? Are the animations compatible with the humanoid system in mecanim?
spline and limb IK works for generic rigged characters/creatures - specifically quadrupeds?
Do you have documentation available?
Can you expand on the pose save/load and bake control animations?
You can save multiple poses to the UI, which can be loaded at any point helping with animating. This feature actually saves any selection you want so can be used for other non puppet3d stuff.
You can bake the control animations back onto the bones allowing you to remove the controls and all their scripts. Its an optional step.
also looks like you can rig, skin, your self, I hate auto rigger. personally. but its good for people who have no idea. or to get them going. Maya has an auto rigger, and many others, and being some one who animates this looks great though. but would need to support Motion Capture for me to jump on board. I used your Puppet 2d, and I had to do a double take, the name through me off for a minute lol…
The “modrig” feature is designed for editing humanoid animations. These could have mocap anim on them. You can then modify the animation by blending on and off different parts of the rig.
Yes, you can do everything manually with it - its actually based on tools I made in Maya!
@jamieniman Will it be possible to use the skin weight painting features of Puppet3D to add new sets clothing and accessories to characters so that they can deform with the animations?
Then i’m following this closely cause as soon as i see it implemented i’m getting it My sculpts will thank you big time!
Also, is it possible to rig a character and export the fbx posed outside unity? Right now with my models i have to rig outside unity, import, pose and then export them outside when needed and somehow it all works for me, it would be super cool to streamline the process even more