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Question by mechanicarts · Apr 18, 2018 at 06:09 PM · animationblenderblender-exporting

How to playback child animations on an animated parent?

I have a ball that moves and squashes, over an 107-frame animation. I also parented a "mouth" to it, that constantly rotates -20d - 20d like chomp-chomp. I also parented a set of eyes and a cylinder to it, but these have no animation, just following along with the parent squash. Blender OpenGL render follows:
https://i.imgur.com/haEMVRN.gifv

When I import the FBX into unity, it separates the animations to 4 takes, that in the preview show either the ball or the mouth moving to one of the aforementioned animations (squash or chomp). By default, it only moves the object and its children using the squash animation only. How do I mimic the expected behavior (that happens in blender) in unity?

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Answer by davidcox70 · Apr 18, 2018 at 07:22 PM

Have a look into the Animation Controller in Unity. It allows you to stack up separate animations in layers, mask which objects are effected by layers, add triggers, loops and next-clip animations etc. Should get you to where you want to be: https://unity3d.com/learn/tutorials/topics/animation/animator-controller

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avatar image mechanicarts · Apr 18, 2018 at 08:24 PM 1
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Hey thanks! I kinda remembered this tool existing but I couldn't figure out the name. The simple answer is > make 2 animationcontroller layers, have both weight 1, put each animation in the entry on each layer, and then they will play together!

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