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Question by firestorm185 · May 06, 2017 at 08:32 PM · 1st person

Separate Animation Controllers triggering the same animations from separate prefabs?

Ok, so I'm having a bit of trouble getting anim controllers to work. I'm making an Oculus Touch game with VRTK and I created a custom hand model in Blender and rigged it to use as the player's hands.

the blend file has 4 different animations inside (idle, idle to fist, fist to idle, and one other that isn't used yet). I have it set to switch to the fist animation when the Right Touch's hand grip is pulled via this code -

void Update () {

     UnityEngine.Input.GetJoystickNames ();
     float grip = Input.GetAxis ("Axis1D.SecondaryHandTrigger");
     
     if (grip == 1.0) {


         anim.Play ("Fist");

     }

Unfortunately, even though I have a separate blend file, prefab, anim controller, and script for the left hand with swapped parameters, and I've double checked everything to see where there could be a possible link to the first anim controller, whenever I close my right hand grip, both hands activate, and using the left hand grip does nothing. Here's the same section of the left script, as example -

void Update () {

     UnityEngine.Input.GetJoystickNames ();
     float grip = Input.GetAxis ("Axis1D.PrimaryHandTrigger");
     
     if (grip == 1.0) {


         anim.Play ("Fist");

     }

For the life of me I can't figure out why they aren't separated and playing out to their separate triggers. If anyone has any ideas, I'd really appreciate it. Thx!

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