Answered

from pinning to parented

eetu 2 weeks ago updated by Peter - Soxware Developer 2 weeks ago 1

Hi, I was wondering if I could have and object pinned in real world and then parented to character hand with key frames. It looks like you have to choose which one to use and can't change it in real time.

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi,
thank you very much for your support request.

That is not possible with pure animations (and no scripting). Animations can only reference things that are a child of the Animator component that is playing the animation. So you would need to do the parenting with a script and afterwards play an animation that already has key frames for the new child object. You can also use an empty "mount point" transform that always exists as a child of your character/animator component. Your animation has key frames for the mount point and your script attaches things to the mount point in the right situations.


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

Best regards,
Peter

Answer
Answered

Hi,
thank you very much for your support request.

That is not possible with pure animations (and no scripting). Animations can only reference things that are a child of the Animator component that is playing the animation. So you would need to do the parenting with a script and afterwards play an animation that already has key frames for the new child object. You can also use an empty "mount point" transform that always exists as a child of your character/animator component. Your animation has key frames for the mount point and your script attaches things to the mount point in the right situations.


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

Best regards,
Peter