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Animation position changes when used on multiple objects.,Enemy attack animation position changes
This has been driving me mad so any help would be greatly appreciated!
Using a cube as an enemy that follows the player. Once within range the enemy attacks. Have made a simple animation for attack in Unity and call it when the enemy is in range of the player. This works fine. But... I want to have multiple enemies in my scene. All using the same animation when attacking.
Problem lies in the animation coordinates. When building the animation x,y,z for the animated object are added - for starting and finishing. So when I move an object with this animation to a different position and then the animation is triggered it snaps back to the original animation position.
I hope this makes sense. I have tried parenting - so empty gameObject with animation attached and enemy objects as children. This works to an extent - I can reposition the children in the scene and they don't snap back. However their positions are fixed - they cannot move independently.
I have been at this for days, please help!
Answer by Owen-Reynolds · Oct 24, 2011 at 12:39 AM
This is something made with the Unity animation curves? This worked for me (but been a while):
Orc -- move/atack script goes here
Model w/Animation component
or
Orc2
Animation
Model
I think you have to use transform.Find("modelChild").animation....
to find it.
As you noticed, animations are absolute -- they always want to snap to the same world pos. So, you have to child them to something. If you want the animation to actually move anything, you have to child that (or have the animation as a component.)
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