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Question by TimpZ · May 04, 2015 at 04:20 PM · animationphysicsblendertail

Blending animation and physics for a tail

I have a character with a tail which I'd like to animate for example in his neutral position or when attacking with it. But I want normal physics to apply when jumping or running such that the animation doesn't make a jerky jump between keyframes. I'm currently in the animation stage of my project, how do I go about animating the character tail when doing actions so that the animations I'm talking about are compatible with unity?

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Answer by ReinholdRunner · May 05, 2015 at 03:24 AM

Your model has to have bones in order to get animated. I really recommend you to animate your model in Unity. If the character has bones and you import it to Unity, it will automatically be imported in seperate parts and with the weight of the bones which were set in Blender before.

The tail could even be animated via Script. Just write a single script to every part of the model by scripting the rotation of the transformcomponent (transform.eulerAngles)

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avatar image TimpZ · May 06, 2015 at 03:41 AM 0
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It does have both bones and weight paint, a few shape keys as well. What are the benefits of using unity's internal animation functionality over a program like Blender with added handles? Does unity support handles as well? Can I animate in both say the character in Blender and then script the tail?

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