Is there a way to use ZV Parent Constraint in Unity?
I've been testing out ZV Parent Constraint in Maya for a week or two and am finding that it can help with animations quite a bit, however I wanted to test out the animations in Unity to see if it could still be used. When I import an animation and my test object is either parented or unparented, the animations all work fine, however when I attempt to have ZV Parent Constraint detach an object, I will either get it flying to the sunset, or wigging out on the spot.
I was wondering if anyone has used this before (as I have been unable to find anything online that talks about using it for Unity Animations) and if so how you got around this, or if anyone knows of another way to have my character interact with their own props.
My only solution that I could think of was to split the animation into 2 parts, 1 with the prop parented and 1 with the prop unparented, however when I attempt to use mecanim my animations wont plug in so I am stumped.
Thank you all in advanced.
ZV parent constranit is must have. It tell Unity what transform position the animation is in.
You have to tell us more detail about what you trying to do. There are many ways to do animation
I am trying to import an animation that uses the ZV Parent Constraint, however whenever I import an animation that uses it, the keyframe for when an object is no longer parented or becomes parented seems to teleport across the screen for a second before returning to it's normal spot. At the moment this just involves a character nodding with their hat following the necks pivot rotation for half of it, then unparenting itself halfway through as I could not think of a simpler way to deter$$anonymous$$e if ZV Parent would work or not in Unity. In the future I will have characters interact with numerous props that are on them however that is not quite relevant at the moment.
Try use generic animation ins$$anonymous$$d of humanoid character animation when import animation.
Humanoid Character animation use real human bone from $$anonymous$$aya or automate from model mesh. That why you cannot have another model animation that is not human import to unity.
If you want animation hat, you have to separate it into another model animation which is Generic animation.
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