Hey all,
So I have been messing around with the animation system since we finally have a green light for our project, but I discovered some things which left me some question marks. Before I will open my book of questions I must say that I know my way around creating animations, importing them to Unity and make them work correctly (currently using the humanoid system) with a script. I even uploaded a tutorial about the basics of the humanoid animation system for all the beginners out here who don’t understand a thing about it. the tutorial can be found down below. ( I will be doing more and more Unity tutorials which are meant to be understandable for the very beginner with Unity!).
however, here are some things I noticed:
- what exactly is the point of configuring the bones correctly for a model with a humanoid animation type? because all the animations are handled in my 3d application? What ecactly will Unity do with it?
- I noticed that if I forget to set the animation type to humanoid for my .fbx file which holds the actual animation, every time I try to play one of those animations on my “mesh to animate” which is correctly set to humanoid (with animations disabled when importing), it will jump to a completely different location somewhere in the negative Y region, while before exporting from my 3d application, I made sure everything is set to a 0,0,0 position. why does this happen? has it something to do with the changes of positions in my .fbx file which contains the animation?
perhaps I will have more questions when I dive deeper into the animation system of Unity ( i’m a quick learner hehe), but if someone could explain me these issue’s, i would be very happy =)
cheers!