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Animations from Bootcamp demo with Mecanim
Hi,
I wanted to experiment a bit with the new Mecanim system of Unity4, so I thought I take the soldier and the animations from the Bootcamp demo and put them in a new project. When using then 'old' animation way, it works correct, but when using Mecanim the feet are rotated 180 degrees and the hands also seem wrong. The rigs seem OK.
Does anybody have any experience with this or any clues on what can be wrong?
After playing around some more I have seen that the rig from the soldier in the bootcamp demo is different; it has more bones in the arm. Apparently this is done for a smoother deformation of the mesh when rotating the arm. I'm not sure if this is the problem but is there any way of knowing if the limbs are correctly rotated in the t-pose of the rig. I think this is where the problem is but I have a hard time fixing the rig.
Answer by HonoraryBob · Apr 24, 2013 at 07:21 PM
In the Bootcamp demo, there's a lot more going on than just stock animations, since many parts of the body are dynamically repositioned by the code based on circumstance - e.g. the head is rotated randomly by code when idle, the feet are repositioned based on the incline of the slope (and so apparently are the legs when he's walking up or down a slope), the upper body is rotated by the code based on where the player is aiming, etc. The code also lerps between animation frames to produce smooth changes. So it doesn't just loop through set, static animations.
Answer by 9001.coding · Dec 23, 2013 at 02:24 PM
so basically the animations are worthless without the code? would be good to know because im collecting some animations for my own mecanim character.
No, they aren't worthless by any means, in fact the static animations are quite good. But the Bootcamp code adds a lot of effects that can't be done with just static animations, such as changing the angle of the feet based on the terrain slope. The point I was making to the OP was simply that he needs to realize that the Bootcamp code changes the figure constantly at runtime, so it isn't just using a stock set of animations.
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