UMA get access to Animator to set values
I have a simple setup with UMA DynamicAvatar with its racial animations rolling OK when deployed to scene.
For background:
I have its controller and movement dealt with "NetworkController", that is pretty simple controller derived from NetworkBehavior. I used standard asset controllers initially, but stripped most of them away.
The problem:
I see my UMA animating itself, but I don't know how to get access to its Animator (or how to deploy an Animator to the character properly to connect to the UMA).
So effectively I have no means to drive movement/value changes to the Animator/AnimationController to change the animations effectively.
So far I've tried:
Access Racial animations and so forth, I do get access to RuntimeAnimationController, however it seems to be just a data placeholder, at least I don't get to drive the value changes through it. I have also tried to introduce Animator-component to the character, which I can instantiate, but it seems to be disconnected from the actual UMA character animations.
I'm certain the solution is quite simple, but I struggle finding the solution especially when trying to connect with UMA's existing animations and drive the values to them.
To clarify, I mean that the U$$anonymous$$A is idle-animating, so I need the means to apply variable changes to its animator-graph and blend-state changes.
Answer by Kallex2 · Jun 10, 2017 at 09:12 AM
I played around and got solution to this. The practice to do this goes as following:
- The runtime creates Animator so do not add any additional AnimationControllers or Animators to the character 
- Inject custom script to the GameObject containing the UMA Dynamic Avatar 
- Get access after UMA is initiated, in Update; GetComponent() 
Your answer
 
 
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