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Animate on spot? or translate model during animation?
Hi, I am about to animate a very very important model to my game and i have a few questions with unity animation. Do I animate on the spot, or do i have to actually have my model translating in the scene. For example do we run on the spot or do we animate it to actually translate in blender as we animate it. Also can you tell me the limitations and uses of both?
Thanks, any help would be appreciated.
ok so what i am trying to do is the following: our main chara is basically a robotic frame , and we have hundreds of parts ingame that mount onto the frame , like upper arm armor, lower arm, upper knee , lower knee , shoes etc. The frame of the robot has corresponding names to the parts, so we can parent them to each frame part . This way we only have to animate the frame and the parts will follow even though we have hundreds of parts.
All we have to do is animate the frame to do general main character animations such as in a normal game you would expect. Also can you tell me what changes in mechanim?
Thanks
you would have to ask a NEW QUESTION. as it is a SEPARATE QUESTION
you also need to TIC$$anonymous$$ (round symbol) any answer here to close this question
(it is how you get points, or you can't ask any more questions)
Answer by Fattie · Jun 16, 2013 at 06:07 AM
Yes, as a rule: in video games you animate it walking "on the spot" and then during gameplay you move the "whole thing" so it appears to be walking along.
However if you are using Mecanim it is all different
Your question can not be answered further without a screen shot of your general game setup, and a short clear explanation of what you are trying to do.
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