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This will work if all you're concerned about is the translation part of each bone, but it is more common to represent your bone structure as a transformation matrix tree, which is probably the most popular way to do Forward Kinematics. Define a Node as follows: class Node { Transform localTransform; Node parent; List<Node> children; ...


2

So you start off with a base mesh. Maybe a few. It might be split up into multiple portions (eg, the shoulder mesh, the neck mesh, the head mesh.) Each section might have a variety of "options" (eg. elf, male, female, etc.), alternatives that can be swapped out into the same position. You can think of it much like a seamless texture. As long as all the edges ...


1

An easy way if it is a simple animation (rotating gear, a piston, etc) would be to edit your animation to be exactly 1 second long then use the Animator.speed and set it to 1.0f / wanted_seconds, but that's not usable for complex character animations. You can figure out the length of the AnimationClip ( ...


1

Sounds like you have one-half of this problem licked: your player is split into independent sprites with their own animations. That seems totally reasonable for what you want to achieve. I think the next step is to investigate state machines. With state machines you could define your various states (idle, walking, attacking, falling, and so on) and then ...



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