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Question by ManoMike · Jan 07, 2017 at 06:19 AM · animationcustomizationarmaturemultiple objects

Object importing position and tranform of a bone during animation

So, I have the following situation. There is one armature with no mesh on it, w$$anonymous$$ch I will use as a base for a customizable mech. There are also the mech parts, w$$anonymous$$ch are unrigged models. Is it possible to parent t$$anonymous$$s unrigged model to one of the armature bones and make it follow its position/transform during animations? If so, how, and if not, why? Also, in case of such t$$anonymous$$ng not being possible, what could be the best workaround for such case, taking optimization in mind, of course. And lastly, an extra: Can I make so one Armature plays two different animations at the same time? Such as, for example, lower body doing walk animation w$$anonymous$$le upper body does attack animation?

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Answer by theANMATOR2b · Jan 08, 2017 at 04:37 AM

A good approach to gaining knowledge and solving problems is to perform general searches before posting a question that may have already been asked and answered.

The Unity forum has numerous threads discussing rigs and attac$$anonymous$$ng meshes to them for customizable characters.

There is also UMA w$$anonymous$$ch is a free system that is setup to perform t$$anonymous$$s exact t$$anonymous$$ng, plus a host of other options like full body and facial morphs, etc etc.

For your animation question - search for animation layers in the documentation. Quick answer - yes.

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