Hello all,
I’m having a hard time wrapping my head around a simple idea :
I have a photogrammetry model where a figure is walking.
So there are 7 models making up a walk cycle.
How can I cycle through these?
Thanks
~be
Hello all,
I’m having a hard time wrapping my head around a simple idea :
I have a photogrammetry model where a figure is walking.
So there are 7 models making up a walk cycle.
How can I cycle through these?
Thanks
~be
Just change the rendered mesh at runtime.
using UnityEngine;
[RequireComponent(typeof(MeshRenderer))]
public class MeshCycler : MonoBehaviour {
public float fps = 8f;
public Mesh[] meshes;
MeshFilter meshFilter;
void Awake() {
meshFilter = GetComponent<MeshFilter> ();
}
void Update () {
int index = ((int)(Time.time * fps)) % meshes.Length;
meshFilter.sharedMesh = meshes [index];
}
}
Is that what you want?
Hello.
I have been experimenting with this idea as well. I’m trying to animate multiple, different meshes ( in this case, an obj seq,) and I’m wondering if this is really optimal (for mobile.)
I understand there are Assets that can play obj seq’s (MegaCache, which I own) but i can’t seem to master .mtl libraries due to each obj having it’s own unique material.
I was able to animate each obj with the mesh renderer, but do you know if this is optimal?
Thanks!