So. From what I’ve read in the forums, sharing animations in Unity is as simple as pie if the bone names match up. In my app, I’ve got an mesh/biped exported from 3d studio as an FBX, and I’ve also got the same biped exported as separated FBXs with unique animations.
Theoretically, the following code should correctly apply those separate animations to my mesh:
AnimationClip clip = (AnimationClip) ((GameObject) Resources.Load("Characters/Animations/cartwheels")).animation.clip;
character.animation.AddClip(clip, "test");
character.animation.Play("test");
It does in fact give it the right movement - my character can be seen doing some fantastic cartwheeling. However, he also happens to be grossly distorted (see attached photos). Basically, his limbs are super long and skinny, even though the animation looks roughly like it should (as a freakish skinny giant).
When I open up both the mesh/biped and the animation/biped files in the same scene (in Cheetah3D, for example), I can clearly see that the animation biped is 40x larger than the mesh biped. So, I suspect that has something to do with it, although I would expect the character biped to just match it and have the mesh scale accordingly.
Any suggestions? Should I make sure that the biped sizes match precisely? I’m new to 3D studio and am not sure how to do that correctly, so any assistance would be greatly appreciated. Also, I’ve tried scaling the mesh biped in Cheetah but it doesn’t appear to un-skinnify the biped.
Thanks!