I have created a fully rigged and fully animated humanoid model in Blender with rigging based on Unity's Mecanim standards for humanoid models.
Now, I want to create custom animation for it in Blender where it's attacking with a sword. I also want to create a sheathing/unsheathing animation.
Also, once the model is imported into Unity, I want to be able to replace the sword and the sheathe props with another model, but still be able to retain the animation.
What's the best way of doing this?
- Do I need to modify the rig to include the sword and sheathe meshes? Will adding new bones break my model's compatibility with Mecanim?
- If I'm going to add new bones, then that means I will have to include the mesh data of the sword and sheathe to the model, but if that's the case, then how can I replace the sword and sheathe models in Unity if the sword and sheathe are part of the character model?
- If the sword and sheathe aren't going to be part of the character armature, then how can I create their animations in Blender which Unity will use?
Fig. 1. The model and its armature.