I have a couple different models, and I want them to share animations.
I've successfully been able to transport an animation from one model to another by calling the model.fbx (for the model without animation) and model@animation (for the animations).
Suppose all my characters share a basic bone structure, but they each have unique bones added onto the basic hierarchy. Let's say they're all humanoid, but some might have a tail, wings or like an extra pair of arms or something.
These additions do not interrupt the basic hierarchy. (By this I mean I'm not sticking anything between say Spine1 and Spine 2. Instead I'll put the new bone as a child of Spine1)
When I put a group between the hierarchy, the interesting thing is that the animation did come over...but only up to the point where I interrupted the hierarchy.
For example, I animated a guy walking on a regular skeleton (Like Hip -> Spine -> etc). Then I created a new model, with empty groups between the hierarchy (Hip -> SpineGroup -> Spine). When I brought it into Unity, and tried to use the walk on the new model, it animated correctly, but only up to the point where I'd interrupted the hierarchy. So my model's legs were moving, but everything past the first spine joint (arms, etc) weren't animating anymore.
Anyone have any idea how I'd do this?
The reason for doing this is because I'm thinking it will save resources. I'm assuming if you have one basic animation, it's going to be lighter than having the same animation on all the different characters. Is this correct?
Thanks in advance