Answered

Question to animation

Hrohibil 3 years ago updated by Peter - Soxware Developer 3 years ago 1

Hello

Just bought the asset . 

I got a bunch of animations which came with the 3D model. 
I use like 6 of them for my AI. 

Now if I want to create a specific animation/pose , should I just modify one of the ones I don’t use? Save it as fbx and then drag into my animator, connect it from the Any state node so I can call this animation anytime from my AI controller when needed. 

UMotion Version:
1.26p07
Unity Version:
2021

Answer

Answer
Answered

Hi Hrohibil,

thanks for your support request.

Now if I want to create a specific animation/pose , should I just modify one of the ones I don’t use?

You can also just create a new one. If the existing animation is already very similar to the animation you are trying to create, then I would recommend modifying the existing one as it might be easier/faster. If the animations are very different, it might be better to start with a new animation.

Save it as fbx and then drag into my animator, connect it from the Any state node so I can call this animation anytime from my AI controller when needed.

Yes, export to *.fbx or *.anim and then assign the animation to a new state in your animator controller. Making a transition from the Any state to your new state is a good start, but the right way to do it might be depending on your AI controller so I recommend checking it's documentation.

Please let me know in case you have any follow-up questions.


Best regards,
Peter

GOOD, I'M SATISFIED
Satisfaction mark by Hrohibil 3 years ago
Answer
Answered

Hi Hrohibil,

thanks for your support request.

Now if I want to create a specific animation/pose , should I just modify one of the ones I don’t use?

You can also just create a new one. If the existing animation is already very similar to the animation you are trying to create, then I would recommend modifying the existing one as it might be easier/faster. If the animations are very different, it might be better to start with a new animation.

Save it as fbx and then drag into my animator, connect it from the Any state node so I can call this animation anytime from my AI controller when needed.

Yes, export to *.fbx or *.anim and then assign the animation to a new state in your animator controller. Making a transition from the Any state to your new state is a good start, but the right way to do it might be depending on your AI controller so I recommend checking it's documentation.

Please let me know in case you have any follow-up questions.


Best regards,
Peter