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0

Ok just fix it: I needed to check off the "Has Exit Time" option of every transition link in order to work fluid. I hope it help anyone having the same issue


0

Make them separate game objects with a shared parent node, so you only have 1 instance of the script on each object. Put the Animation component on the parent, and you can animate each child independently.


5

Unity supports two methods of animation interpolation: Quaternion interpolation (the default) Euler angle interpolation (what you're expecting) Quaternion interpolation is smoother, but doesn't react gracefully to a single keyframe which rotates more than 180 degrees -- as you're seeing, it picks the shorter path, no matter what your intention was. To ...


0

The Unity Mecanim animation engine uses the concept of Root Motion to drive it's animations (assuming the animation contains the appropriate data). If you'd rather move/rotate the gameObject yourself then you can disable an animation's root motion in each individual animation during the asset import process in the 'Animation' tab. That would allow you to ...


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Yeah that would work. Commonly when a game wants to have the animation and location synchronized like this, they will have a fixed time delta that is passed to both their simulation (what moves the object) as well as the animation system. Your idea would also work though (:


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Source works a bit different than i guess you understand it. I can't claim that everything i write now is correct but it should point you in the general direction! "Converting" a model: You can't just "convert" an model intended to be used on an specific NPC to a player model because the animations that you want to apply are called by actions, and the ...


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I haven't tested the code but I can foresee one possible problem. Once you change the sprite to spr_player_jump you don't change it to spr_player_idle or spr_player_run until there is a place meeting at x,y+1, obj_wall. Normally this might be okay but if your origin is at the center and not the bottom of the sprite's feet it won't trigger. The x,y location ...


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Essentially what you're looking for is Unity's Retargeting of Humanoid Animations. http://docs.unity3d.com/Manual/Retargeting.html Basically as I understand it, as long as the rig you imported with the models/animations meets Unity's Avatar and muscle definition criteria for a humanoid character, then you should be able to use that rig and subsequent ...


4

I guess you have two options: Render more angles, 12 or 16. If you create your asset in a 3d program you can create it once and render many angles in no time. Only limit is the texture size. I guess 12 sprites are enough. Splitting your sprite in two parts allows you two animate the curves in a smother way. However you still have the problem that there you ...


1

Well I am definetely no expert, But I have read somewhere, about someone rendering a 3D object and displaying it in 2D on the screen. This way you could even rotate the camera!!


1

Are all coins doing the same animation? You could make a method in the Animation class that takes a coin as an argument, then performs the animation on that coin. Then, on another class, you make a loop that traverses the coin list and calls the method in your Animation class, therefore animating each coin as you go through the list. You can also add delay ...


1

For an animation to work in Unity you need: 1.) an Animator component assigned to your gameObject 2.) an Animation Controller asset 3.) an animation clip(s) The Animator component needs to have the Animation Controller dragged to it's 'Controller' field in the Inspector window. An Avatar is required in the 'Avatar' Inspector field (usually autocreated on ...


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You can simply create an AnimationCurve, sample it overtime and use the value to modify an object parameter, such as scale: public AnimationCurve myCurve; //let's say you edit from inspector, but you can built at runtime if you prefer float t; void Update() { t+= Time.deltaTime; float val = myCurve.Evaluate(t); transform.localScale = Vector.one * ...



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