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Question by Saphs · Feb 15, 2016 at 05:51 PM · animationcharacterprops

is it possible to add animations to furniture?

I have custom BVH animations that I would love to add to a couch so two players could use them together. Say a snuggle animation or a sit animation to a chair or animations to a bed. Can you please point me in the right direction to learn, I have searched and there is not much out there. A example...Second Life animations in there furniture how it is done, can that be done in unity. I am very new so be gentle! Thank you ahead of time.

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Answer by meat5000 · Feb 15, 2016 at 06:04 PM

A person sitting on a chair is an animation of the person, not the chair.

If its a chair that walks along then you will animate the chair.

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avatar image Saphs · Feb 15, 2016 at 06:13 PM 0
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grins thank you perhaps I should clarify..the chair will be static. but if I wanted a bed that two players could use to "animate" a scene, in Open Simulator its done through animations in the furniture. How would a player interact in unity? Would it be a trigger animation in the furniture? and I assume from your answer perhaps the animations would have to be added to the character.I cant find any tutorials on how this is done. if two players wanted to sit and hold each other ...how is this done... Thank you.

avatar image meat5000 ♦ Saphs · Feb 15, 2016 at 06:40 PM 0
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I suppose the general idea would be to add positional information to the furniture to simply mark the locations of where the players need to be: reference points like empty objects. The animations would be handled on the character. Essentially, the animations will work with or without the furniture present and for that reason it is nicely generic; a player can sit on anything (code permitting).

You could cause the seat to Trigger an animation in the player or the player to trigger the animation in himself on detection of the furniture. There are many reasons why it is done this way.

Players will have animation anyway so adding them to furniture also is just adding more work unnecessarily (1 animator rather than 2).

The nature of animation in Unity (rig based) could very well mean that each interactable character would need an identical skeleton if the anim was handled by the furniture. I assume this is why it works in second life? No idea I'm not familiar with it :)

I suppose the idea of anims in furniture would mean that the character information itself is kept to a $$anonymous$$imum given that animation info can be loaded dynamically but this is not how its done in Unity. Not in 'Animator' ($$anonymous$$odern) anyway, given Avatar creation etc. Perhaps if you still wanted to use your approach you could handle it with the Legacy 'Animation' system.

avatar image Saphs · Feb 15, 2016 at 08:22 PM 0
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Thank you so much, very nicely explained that even a person such as I could understand it. I have copied it to a note-card for further reference. Thank you for responding! This is going to be FUN!

avatar image meat5000 ♦ Saphs · Feb 15, 2016 at 08:32 PM 0
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$$anonymous$$ost welcome.

When I first discovered Unity I put it to the sideline for 2 months to concentrate on learning modelling and Animation with Blender, as it became quickly apparent that it was going to be an essential part of my progress if I didn't want to rely on Asset store and TurboSquid etc.

It was lots of fun and very rewarding, even if retaining all that info was a bit tricky for the first 2 weeks.

Good luck :)

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Answer by singhtina801 · Feb 19, 2018 at 10:01 AM

It can be possible but I never saw anyone use it. Last year my uncle order kitchen furniture like a chair with the help of modular kitchen dealers for their younger son.

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