Trying to play animation exactly as shown in preview field
I have imported a few characters + animations into unity. After going through the process of importing the rig, creating avatar, linking to animations etc. I am facing some problem. Would greatly appreciate any advice. I'll use one animation as an example but I am having problems with basically all of them involving weapons.
In the animation preview window on the bottom right, the animation looks perfect with the sword equipped as it should be:
This is if I have the parent animation file selected. If I select the actual animation clip. The sword is no longer equipped. When I pull the model into the scene and attach an animator controller, the clip plays only without a sword.
At first I thought I could just expose the sword transform and move it to the knight's hand manually, but when I do that and play the animation in game mode, the sword automatically resets to the original transform position, making the entire animation without a sword. When I try to decouple the sword from the original model, I get an error message that the prefab cannot be altered.
So here are my questions:
Is there any way I can play the original animation as it shows in the little preview screen, with sword and everything in right position right out of the box? This would make things very convenient as I am only working on a cutscene at the moment.
If that is not possible, then I am wondering what I am doing wrong and why the sword resets to the original transform position (holstered) each time I play the animation in game mode. I'm sure it's a small simple thing but it is driving me crazy!
What is the best way to separate an object from an imported 3d model without triggering the "Cannot restructure prefab instance" message.
Anyways sorry for long post and thanks for your patience. Was going to include more screenshots but unity cut me off at 2.