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Animating both mesh and armature in Unity with imported animation from blender
I am trying to import a character that moves by stretching and unstretching itself to its next position, like a kind of worm. I have been trying to apply root motion to the mooving animation, and to do so I added a bone at the center of my character. I now want to animate both the bone (root movement) and the mesh (stretching). The result I have been getting is the being mooving but with no stretching. Also, on import, the animation is separated into Cylinder|animation and Armature|animation .Is there a simple way to animate both child objects simultaneously? or another way to accomplish what I am trying to do without root motion? or root motion without the bone?
Answer by mscott99 · Jun 20, 2016 at 08:53 PM
What I ended up doing was make the creature moove through trsnslation in each frame, process that is triggered by an animation event. I am still interested in the bone alternative, because it could be much simpler.
Answer by WazzaM · Nov 29, 2016 at 09:02 AM
I wrote a blog with PDF step-by-step on creating a worm in blender, texturing it, animating it, and importing into Unity to work with Mecanim.
https://www.lokeldigital.com/blog/blender-to-unity-modelling-and-animating/
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