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Instantiating rigged armor
Heya! I've been looking for an answer for a long time, but nothing.
Question is:
How to script instantiate a rigged armor into a character when inherit his animations at runtime.
I have 2 fbx files - that are based on the same BONES/Armature and have the same mesh structure.
There is 1. Character 2. ChestArmor
I exported them from one blend file, both meshes were rigged. There are 13 animations attached to Character.
Character is running, jumping etc.
I was wondering is there a way to create a prefab or a resource.load of the ChestArmor and instantiate it at runtime vie lets say KeyHold"e" so that the ChestArmor fbx inherit and play simultaniously animations of the Character and move with it ?
Can I instantieta an ChestArmor somewhere in Characters mesh structure ?
For a start I have something like this:
var ChestArmor : Transform; var Character : Transform;
function Update(){
if (Input.GetKey ("e")){
ChestArmor.transform.parent = Character.transform;
ChestArmor.transform.position = Character.transform.position;
ChestArmor.transform.rotation = Character.transform.rotation;
} }
Answer might be in C as well, but would love to see something/anything in JS :)
Hey hey I just might find something great !
Havent checked it but it looks like really the answer to my question !
I'll check this and will write an answer ! :)
http://forum.unity3d.com/threads/16485-quot-stitch-multiple-body-parts-into-one-character-quot