That seems to be a question poping up quite often, and yet I haven’t found a suitable answer.
In a RPG-like game where you’re going to pick up all sorts of objects, I’m confused concerning how you will actually display them once worn. The rigid ones are obvious, such as a sword, a shield or a hat, you just need to parent them to the right transform. But concerning the parts that are going to be deformed, such as torso, pants, boots or gloves, I’m not so sure.
I understand that you need those objects to have the same animation as the body. Right now, I make the armor part, with an Animation component and all it’s skeleton, children of the player. Then when I walk, I loop on all the animation components of my player’s hierarchy to crossfade “walk”. That sounds like a terrible way to do it. The animations and the skeletons are the same, how could I use one Animation comp and one skeleton ?
Finally, is skinned cloth relevant here ? I mean, it’s probably for dresses, not armor right ?
[Edit] Usefull links for anyone interested :
http://forum.unity3d.com/threads/16485-quot-stitch-multiple-body-parts-into-one-character-quot
http://forum.unity3d.com/threads/16117-Mapping-animations-from-one-character-to-another.?p=110622#post110622
http://forum.unity3d.com/threads/125995-Making-swappable-armor-clothing-for-RPG-game
http://forum.unity3d.com/threads/54047-Advanced-Inventory-System-Equipment/page4
The solution is now on the wiki : unifycommunity.com
I found the answer here, by masterprompt
Here is an example scene.
Just looking at doing something like this. Does Mecanim basically do it now in 4.0?
Noxrawr
4
I know this is an old topic but eh, I tried the example project and it didnt work even when I replaced the deprecated methods. Is there a better practice to achieve this nowadays?