Reusing skeletal animations, and other newcomer questions

Hello everyone!

I’m a PC user who has been following Unity for a while, and jumped on the bandwagon when the PC edition was released.

I’ve been exploring it for a week or so already, and have gone as far as importing 3D models with animations, splitting animations in Unity itself and coding a simple third-person walk-around that uses appropriate animation cycles for certain events.

Okay, now for the question: Is there a way to use animation data for multiple meshes? I’d like to create something that allows players to customize their character’s body types, but have all of them use the same animation data. Of course, all models will use the same biped object.

Also, I know that the docs mentioned placing all animation cycles in a single file’s timeline and splitting them in Unity… but I was wondering what was the preferred method in the field for you veterans? The @ method seems to be a way to make things more modular, which has its boons, but I suppose there must be reasons for suggesting otherwise.

I have many other questions regarding the 3DS Max to Unity pipeline, but I think I’ll start small and go with these first :slight_smile:

Thanks for any help folks, and I apologize if these have been answered a bajillion times before (preliminary searches on the docs and forums turned up nothing for me just yet)

Thanks!
Jay

You can drag anims from one model to another in the editor already but that doesn’t work for instanced objects obviously. I’d really like to know how to do this in script too.

Hmm, okay… but how would you go about doing that in code?

Just saw mklaurence posted an answer to an old thread I created about this. Check it out here:
http://forum.unity3d.com/viewtopic.php?t=20561

Thank you Spacemonkey, I’ll check that thread out :slight_smile: