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Question by swilliams · May 25, 2011 at 09:31 PM · animationimplementation

Implementing Animations Using @ format

Hey, I'm a green animator/programmer and I have been put in charge of adding animations to a main character for a class project. We have everything set up in Maya so that we have a base mesh and several animation meshes name this way: mesh@animationName, which we were told would be automatically referenced by the base.

Unfortunately, the person who helped up set it up this way doesn't know how to implement it in Unity. I've looked through a lot of the Unity tutorials here and I've also been poring over the docs through Unitron, but I haven't yet found anything useful about using the @ format.

Two minor notes on things I've heard: the base mesh is supposed to be able to reference the animation files automatically right? Is any animation baking needed?

If anyone is willing to give help, could you please point me to a scripting reference or tutorial for implementing animations specifically in this way?

Thank you all very much for reading.

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Answer by Molix · May 25, 2011 at 10:39 PM

I think you're looking for this, though I have not used it myself. I believe I saw it used in the character customization example too.

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avatar image swilliams · May 26, 2011 at 03:39 PM 0
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Thanks.

Unfortunately, I'd already seen the contents of the first link. I was disappointed that their reference was so vague. All it says is that the base will reference the others.

If that's all there is to the setup, then, I suppose I need to refine my question to: where do I go from here? I don't understand how to script the setup to work. I'll look into your second link more thoroughly and continue to search docs, but if you or anyone else would happen to have some sort of reference or tutorial on scripting the @ animations to play. I'd really appreciate any further help.

Thanks for the quick response!

avatar image Molix · May 26, 2011 at 05:59 PM 0
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I believe that after importing, the 'base' file (the one without the @) will have an Animation component in it that references each of the clips (e.g. if you had base, base@idle, base@run, then after importing base would have an Animation component with 2 clips, idle and run). Once the animation component has the clips, you can treat it like any other, e.g. you can call Play("idle"), or CrossFade("run"), etc.

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Answer by swilliams · May 29, 2011 at 04:48 PM

Thanks very much. I'll try that way of referencing the clips in the code. If it's really that simple, I'm going to be kicking myself, but I couldn't have done it without your help.

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