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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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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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It is actually easier than you think. The way this works is really simple, it is a lot like video. So, when you watch a video(I am sure you know this already but just as a reminder) you are not actually watching a moving image, instead you are watch a lot of images getting displayed one after the other REALLY fast, faster than your eye can see(There is a ...


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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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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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If your character controller have variable movement speed value, use it for blending. Are you using any transition/condition to exit the blend tree and enter into another blend tree? Use movement float value for transitioning between blend trees as you normally use between states.


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You can do following (in pseudocode): if (x < threshold) return std::max(1, easeOutElastic(...)); else return easeOutElastic(...); In this code, threshold means any value between X positions of two first intersections of Y=1 and easeOutElastic(...). (Thus, the minimal value is equal to length of the red line.)


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The problem here is that the animation has it's position set to somewhere around (0,0,0). So, whenever you run the animation, the position is set to 0 (about). I have had this problem in the past, but the way I solved it was by making it a parent of a GameObject. The animation runs on the child, and the movement is run on the parent.Note: You could switch ...


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There are several way's you could attempt to do this: Create a sprite containing the individual frames (tutorial for animating it) Use the GIF directly in Unity (script and tutorial) Use three Line Renderer and animate their properties Currently there is no support direct for animated Vector graphics in Unity. Even though there are plugins to import SVG ...


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Well there isnt a ready feature for these types of animation. But you can certainly do it with Unity. The Top and bottom bar seem to be just rotating and scaling a bit. For the middle one you will need to substitute it with another sprite that is a circle and use the radial fill feature to simulate the motion. Another approach would be do to a frame by ...


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Simply clone a copy of your character's mesh, add a morpher modifier, and then apply all of the morphs you want combined into a separate morph channel. Set all of the morphs to 100%. Then collapse the character mesh's stack and tadaa, you have a single morph target with all of the morphs combined. Now apply this morph target to your original character and ...


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Are you using "unity mecanim" to play these animations or are you using legacy. If you are using legacy, I don't think it is possible but with mecanim you should be able to do something like this, even though I never tried it. Just find some tutorials on it and try and implement the thing you want to do. I would recommend this tutorial, I used it to get ...



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