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Question by Kaze_Senshi · Dec 29, 2011 at 02:31 AM · rotationfbxanimation script

How to make a script access animations from a child prefab

Good night. I was having problems to import a fbx from the blender to unity. So here I read one solution that i thought to be good. Create a empty object and put the animation as a child of this object. Also I noticed with this I can change easily the animation with another other easily, just deleting it and dragging a new one. So making the prefab independent from its animation.

The problem is this idea the animation script. Because the animation is not in the empty object, I can't use the script as I am doing there(I'm based on the animation script of lerpz). So there is a way to make a script access the animation from this "child prefab"? To try to make more clear my explanation, my prefab is something like:

PlataformDog (with all scripts) | -> dog (only the converted fbx ) | -> Armature | -> ...

Thanks for the attention and sorry about the english mistakes :P

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Answer by aldonaletto · Dec 29, 2011 at 03:07 AM

You should find the model at Start with transform.Find, save a reference to its animation and use this reference instead of the property animation. Supposing the model object's name is "Model", you could do it this way:

private var anim: Animation; // the animation reference will be saved here

function Start(){ // find the child object Model and get a reference to its animation: anim = transform.Find("Model").animation; }

// use anim as you would use animation: anim.CrossFade("walk");

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avatar image Kaze_Senshi · Dec 29, 2011 at 12:37 PM 0
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That works perfectly, thank you :)

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