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I'm not sure what you mean 'these equations'. I think you mean the inputs into equations. I would store rotations as quaternions (x,y,z,w) as mentioned. Interpolating from a key-A to key-B would use a slerp or nlerp function (http://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/). Translation is stored as x,y,z and uses a simple ...


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The problem is that you are using a fixed duration for each reel even though each reel has a different y offset. Instead, you should calculate the difference between the current y offset of each reel and the y position 808. Using this difference, you can determine how long each reel should tween if each reel went a fixed speed. var diff = 808 - bmp.y; var ...


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clankTime(t, A, B) { float cT = 1.0-A; float t1 = cT+0.5*(1.0-B)*(1.0-cT); float t2 = cT+0.5*(1.0+B)*(1.0-cT); if (t > t1) { float m = (1.0-t2)/(1.0-t1); return m*(t-t1)+t2; } else if (t > cT) { float m = (t2-cT)/(t1-cT); return m*(t-cT)+cT; } return t; } Where A is the duration of the ...


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My answer won't be a clean solution but for a side note, and if you really need it to be fixed before attempting trying to find a clean working solution, I use the approach below. I have a lot of action-chain used in my game. I found the exact same problem as you mention about that code section you posted. I have spent so much time checking that whether ...


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You animate them separately, as if they were together, and position them together in game. For 2D, you can use something like spine, which lets you animate all the parts of a character. Then, for the hugging example, you just animate a character hugging the air, and in game ensure that the character is positioned properly. At least this one way you could do ...


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Use a trigger within the Animator instead of a boolean. Remove the AnimationEvent from the animation and the stopFighting function you created. Then, once you've changed the parameter type in the Animator you can change the code to: Animator.SetTrigger("IsFighting"); Then once it triggers it will turn itself off after the animation state evaluates it.


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I suggest looking into Collada. (.dae) It uses XML. So you can open it in any text editor. However, you need to download a plugin for maya to import and export these files. You can download those here http://sourceforge.net/projects/colladamaya/files/ Also, as for the motion retargeting, look into this http://gameware.autodesk.com/humanik/features


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I 'think' I know what this is. This is not about the normals, it's about the choice of Binormal and Tangent vectors that the mesh exporter plugin chose - they are usually selected based on UV and don't consider the Winding Order of the polygon: the Binormal and Tangent have the wrong handedness sometimes, and if I remember correctly, there is a way we can ...


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2 Options I'm aware of. Play the same animation but set it to -1 speed. It will play in reverse. or In the OS, copy the .anim file and rename it. Then, open the new animation in Unity and physically swap the keyframes.



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