Hello!
I am currently working on an unity art installation featuring an oculus rift. I am new to unity but i managed to learn quite a bit in the last weeks/months, and now i am struggeling with my own animation workflow. Currently, i am only using keyframe animations and some very basic scripts and i am finding myself confused about the amount of single animations in my project. The setup is pretty simple, currently its all about activating/deactivating certain gameobjects after a time, translating/rotating them and about changing materials and properties. My way was ok for the first few prototypes, but now the project is growing and i find it hard to time the animations appropriately with the keyframes. I would love to have a global overview of all my animations, so i can time them accordingly and relative to each other. I have the feeling i am missing some feature in Unity which can help me with the timing. Or maybe there is some nice workaround for that?
I am not a programmer, but i could imagine, that there are some scripts which could say: All the Gameobjects with this animation attached to it, start after x seconds. This alone could save me a lot of time. So yeah, i am asking you: What is the best animation workflow for my purpose? I dont need ai, no character animations, no animated guns or something, i just want to alter the surroundings and the environment. I appreciate every suggestion, links or tips!
Thank you and greetings from germany,
artur
Bonusquestion: The project will feature some technical glitch aesthetic. Is there a way to actually force some real glitches in unity? Or the other way round, how can you achive a glitch aesthetic with other methods? I am speaking of random translations of gameobjects, losing their properties/materials, displacements, noise effects, color variations, wrong physics, mesh deformations and mesherrors.