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So, I'm just getting into animating in blender for use in mecanim, I'm using UMA for the character and Unity Free edition. I have never animated before so there is a huge gap in information i dont know. I've got some questions before I get started.I want players to be able to hold weapons in their hands, possibly different weapon combinations. I was thinking about adding a bone in the rig parented to each hand that i could use to attach weapons to, then i would animating each hand closing around a weapon (weapon not yet being there, just closing into a fist). Then i could check in unity if they have a weapon or not and animate ONLY the hand to close around it. would that work? when i do my idles/walking animations and such, should i animate different body parts separately? possibly such as lower body, torso&head, left arm, right arm, left hand, right hand (using a layer for each maybe) and then blending between animations to achieve the effects i desire (walking with lower body while attacking with left arm while having a sword equipped). Also, how does mecanim support extra bones (such as breast controls, we all love a little extra realism), I also want to add a cape to a player, should i include the bones for this in the rig even when theres no cape mesh, and just have every animation include movements for the capes rig? same basic question with things such as wings for instance. how should i handle animaitions for this? Also, i modelled a bow, and its rigged so that i can "pull" the string back, bending the bow. How can i handle animating this bow being pulled in sync with the players animation for pulling the bow. Should i have a separate animation for the bow, or should i somehow attach the rig for the bow to the player's rig, and just not use those animations when they dont have the bow equipped. Sorry alot of questions, hope someone can clear up some things for me.
if someone else uses U$$anonymous$$A, should i add weapons to players as a slot?
Using weapons as slots in U$$anonymous$$A is a good idea if anybody else reads this. What i did was use weight painting to paint 100% weight to the ENTIRE weapon mesh, using the Left or Right Hand bone as the armature. (i end up with 5 models per weapon, FemaleL, FemaleR, $$anonymous$$aleL, $$anonymous$$aleR, and Standard) LR & gender need to be separated to match the rigs. Standard is the unrigged gameobject that i use to spawn the item in the world (on the ground as a drop or something, it has no rig). The weapons follow the hands during aniamtion perfectly! I'm going to do some experimenting with making the hands close around the handles (This is absolutely necessary, Without this, It would look so unrealistic that I would be ashamed). This is my FIRST time using blender, and I'm getting along decently well I think. I learned a lot just modelling the sword and bow (although they're not textured, not sure how to do that.. ill google it later). But I'm still wary on the animation subject. I'm thinking that most of the effects I desire will be taken care of on the unity side. I need to make some Rough-draft animations up just to test out how this all works.
New Issue: (not as important as advice on animation) I'm using client/server and sending the umatxt recipe over the network to load players, which is why weapons as slots is so useful. One problem is though, that while the character is in noncombative state, the weapons should be sheathed (swords at hips, not in hands) and should only be unsheathed when the player toggles combat. With the swords as part of the uma recipe, they cant help but follow the hands. Anybody who's familiar with uma, maybe i could get an idea on how to sheathe them?
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