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It would be nice if a very simple average humanoid .blend file with rig ready for Mecanim humanoid use could be provided here, to go along with this script. The mesh could just be some blobs or an ugl…
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Hi,
I tried the latest version of this plugin, and check the toggle "use mecanim", got the exception below:
AvatarBuilder 'Len Blue Moon': Hips bone parent 'Len Blue Moon' must be included in the Huma…
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Visual representation of states transitioning from one to another similar to the mecanim implementation.
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This is useful for creating the most cheap and basic facial animation in games, and those bones are natively supported by Unity mecanim system.
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We need to make all the scene animations & emotes work in local development.
To do so we have two approaches in mind.
### Animator/layers approach
- Convert all anims to Animator
- Keep managing laye…
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Unityの2Dゲームでキャラクタアニメーションを作るには、パラパラ漫画方式が一般的です
ゲームの世界では、スプライトアニメーションと呼ばれている方式で、少しずつ動きを変えたスプライトを用意して、一定間隔でそれを切り替えていきます。
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User report of Animator parameters resetting when calling BlendInController.
Requires replication and investigation.
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Hello! Transition Library is pretty neat, as I can set Fade Duration for each transition in a matrix.
However, when I edit Start Time and End Time, the change happens globally, for the transition ass…
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I'm trying to get animations made in Spriter to export / import into a separate folder in Unity (so I can modify animation events and blending in Mecanim) I feel like I did this once, but cannot find …
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**Description:** Integration into the existing calculation system, enables for transitioning though nodes based on conditions like the mecanim statemachine
**Progress:** With e32476e, the WIP state s…