Hello, I’m having some trouble with animations imported as a generic rig from a bird model, I tried importing it as a .blend and a .fbx file with no luck while using the generic rig settings.
In the Unity editor, under the importer, it shows the animations and they all have their own sources and run perfectly without having to select keyframes or anything, but in my game when I try to access the animations it always says the animation object can’t find the animation from lines like
animation.Play(“animation name”)
Which work when I’m in Legacy mode, Does the Animation object only work for Legacy rigs and I should be using the animator object instead?
I can get the animations to play when I have the import options set to Legacy rig, but I wanted to blend animations so I could have the beak open and close animation while the head is rotated into any position, etc without having to make a separate animation for each beak open and close animation in every different head position. Using Mechanim with generic rigs is kind of a mystery to me, should I just be using mechanim to animate the rig within Unity? if so, is there a good tutorial on how to do that anywhere because I’ve been having trouble finding much information about generic rig animations. Thank you.
Also, I tried using animation.Blend(“animation name”) and animation.Crossfade(“animation name”) in legacy mode but it reacts the same as animation.Play(“animation name”)
edit: I found official Unity video tutorials that are filling in some of the blanks on the Animator controller