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Question by TVPDev · Jan 16, 2014 at 03:37 PM · character controllingkey-frame animation

Linking Character Controller to Model Animation

I've purchased a prefab character controller from the asset store, it does everything that my game is going to need the character to do.

https://www.assetstore.unity3d.com/#/content/11786

I'm mainly an artist, and so I use maya to do all of my animations and cycles before I touch Unity. I use legacy rig and timeline animations for my characters and creatures, and I'd like to continue that method if possible.

However inside the character controller prefab, the animations are hard coded in using Animator files that were built in Unity I believe, and so I'm not sure how to safely remove them and replace them with the code required to use my legacy animations without ruining some of the scripts. When I'm making the controller myself, I generally don't have this problem, but the prefab'd controller is a lot more complicated and uses methods I've never seen before. I'm just going to need the character to use idle frames at default, loop the run animation on joystick axis, and then jump, going back to run cycle after the jump is over.

When I script them in myself, the run error describes that the animations are not connected to the component themselves, and I'm not sure how to get this script to reference my model externally so I can go ahead and script in the keyframe animation, I also need animation blending, but only for one thing - attacking while jumping. I believe I can isolate the arms rig to animate that while jump still plays using layers?

Sorry if this question is basic, I appreciate your help!

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