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As far as I know, this is because the humans centre of mass is near the pelvis. This is just a convention, but almost everyone does it. But it makes sense to choose a point that is at the middle (not a foot for example) and doesn't move too much. Let's say you choose the foot as root. If you want to do a walk animation, you'll move the foot and everything ...


2

Ok i found the problem. It came down to my misconception of when to call glBindAttribLocation. Changes made with glBindAttribLocation will only take effect after calling glLinkProgram. It hadn't been a problem before but in this particular case it got me. For those on the same rocky path as me i found that the shadows of my animated models were scaled ...


2

I once needed to do this, to have several "animations" play off one after the other, here's my approach : 1- Create an empty gameObject, let's call it SceneControl that will be the parent of everything you need animated in your scene, for example Trees, which will contain all the trees, Clouds, that will contain all the clouds, Text, etc.. 2- Set all the ...


1

Where do I create levels for my game?     File -> New Scene Do I create individual objects in 3ds Max and transfer them to Unity, or do I create the whole level in 3ds Max and transfer everything at once to Unity? Short answer: Create individual objects and then transfer them to unity. This is called modular design. Long ...



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