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Ok, this is how I did it. Set asset serialization mode to force text Create a empty animation clip containing the Image.sprite property. Open up the new and old animations and copy everything bellow -curve: and pptrCurveMapping: from the old one to the new one. Enjoy your new animation that works with UI images.


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We don't answer questions about which technology to use here, since it comes down largely to personal preference, compatibility with your studio's workflows, and the needs of an individual project. There is an on-topic question here though about the differences between animating individual body part sprites versus pre-rendering your frames to a spritesheet ...


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Its true that .obj files contain only “one frame“. You could try a different file format like md5. It should be supported by many 3D modeling programs and it is also a text based file like the obj.


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Hey what you can do is make a large texture with half dark and another smooth transition to bright, then zoom up on the dark area and simply change the horizontal (x) offset to gradually move in the bright part of the texture, this method should be pretty simple and effective as well as easy to do vie script.


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The animations and logic for attacks can be broken down into individual logical units and then sequenced via data files. For example, you might have code like this: AdvanceBehavior(entity, target, speed) FallbackBehavior(entity, target, speed) SoundBehavior(entity, sound_id) AnimateBehavior(entity, anim_id, speed) and then you can have a data file that ...


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Should I have a base class for the battler which has all the common methods and than inherent each character from that class with its own attack sequences? If you have a lot of battler types, I don't think you would necessarily want them all to be their separate class if they are very similar to each other otherwise. One approach would be to have them all ...


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There's a speed field in each line of the blend tree. It's the column with the clock icon. You can use that to adjust the speed of each animation. You can see it in the last image on this page: http://docs.unity3d.com/Manual/class-BlendTree.html



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