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Question by poboczny · Jul 27, 2012 at 10:38 AM · instantiatecharacterarmor

Instantiating rigged armor

Heya! I've been looking for an answer for a long time, but nothing.

Question is:

How to script instantiate a rigged armor into a character when inherit his animations at runtime.


I have 2 fbx files - that are based on the same BONES/Armature and have the same mesh structure.

There is 1. Character 2. ChestArmor

I exported them from one blend file, both meshes were rigged. There are 13 animations attached to Character.

Character is running, jumping etc.

I was wondering is there a way to create a prefab or a resource.load of the ChestArmor and instantiate it at runtime vie lets say KeyHold"e" so that the ChestArmor fbx inherit and play simultaniously animations of the Character and move with it ?

Can I instantieta an ChestArmor somewhere in Characters mesh structure ?

For a start I have something like this:


var ChestArmor : Transform; var Character : Transform;

function Update(){

if (Input.GetKey ("e")){

ChestArmor.transform.parent = Character.transform;

ChestArmor.transform.position = Character.transform.position;

ChestArmor.transform.rotation = Character.transform.rotation;

} }


Answer might be in C as well, but would love to see something/anything in JS :)

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avatar image poboczny · Jul 27, 2012 at 09:34 AM 0
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Hey hey I just might find something great !

Havent checked it but it looks like really the answer to my question !

I'll check this and will write an answer ! :)

http://forum.unity3d.com/threads/16485-quot-stitch-multiple-body-parts-into-one-character-quot

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