Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by Jeffrey · Jul 20, 2010 at 04:32 AM · animationtransformproceduralanimation-blending

How do I overlay (blend) my own procedural animation on top of a canned animation?

Hello,

In Unity, I can play an animation composed in Maya, and I can also translate/rotate individual joints procedurally. But I cannot find a way to do both at the same time. How do I blend my own procedural changes (on top) of an already-playing animation?

It seems that when an animation plays, it overwrites any of my direct realtime changes to the transform. The two seem to be mutually exclusive.

I hope this question makes sense. Does anyone have any suggestions?

Thanks!

-jeffrey

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
2

Answer by fherbst · Jul 20, 2010 at 11:19 AM

You can do your changes in LateUpdate() to make sure you override the animation. And you will have to set your transform changes absolute to the original animation, not relative. This means:

function LateUpdate()
{
  transform.Rotate(Vector3.up, 10);
}

will make your transform stay at a rotation of 10 (because before each LateUpdate the underlaying animation overrides your transform change from the previous frame).

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by MaDDoX · Jul 20, 2010 at 02:10 PM

Most important thing to know here is that you can tweak your "canned" animations and link them together using Unity's built-in animation editor. There's just a little trick to be able to do it, since imported animations show as read-only, you need to duplicate them in your project. The dup'ed animation will be fully editable and you'll be able to assign animation events to any specific point in your timeline.

That's the most important thing I wish someone had told me before, it'd have made my life soooo much easier. TBH it's kinda lame that such an important feature in unity is hidden and requires a "trick" as a guy from Unity says here (nice tut video, check it out):

http://vimeo.com/11399550

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image neonfire · Jun 29, 2011 at 08:11 PM 0
Share

Nice trick, pity it's only mentioned here. This is going to save me a lot of hassle.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

1 Person is following this question.

avatar image

Related Questions

Simultaneous Animation for an Object 0 Answers

Simple animations - hardcoded or import animation 1 Answer

How can I get a transform to follow an animated transform without stuttering? 1 Answer

Timing of animation events 1 Answer

How to get a bones actual position when using IK 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges