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Question by Addyarb · Mar 15, 2014 at 05:34 AM · animationmovementlegacy

Working with scripted animation, with 3D Model as Child. Where do I drop my script/animation?

Hi all, thanks for looking.

I'm trying to get my feet wet in animation, but I've watched about 5 hours of tutorials (trying to get mecanim or legacy to work) and I just can't get it.

My 3d model came with some animations like walk, run, and idle.

I have a First Person Controller set up, and the 3D model is parented to it. The FPC has a movement script, a shooting script, and a character controller.

When I place the animation component/script onto the 3D model itself, the animations work properly, but he runs far away from the FPC. The idling is fine however, but when he starts moving is when I get issues of the FPC and 3D Model syncing up.

  • When I place the animation component/script onto the FPC itself, it does not animate the character at all, and he stays in the T pose.

    Here's my script, ignore the shooting animation. The script is directly from the Unity Tutorial.


Is there a way I can sync up my movement script and my animation script so that they communicate with each other and help my character stay with.. himself?

Thanks!!

 function Start ()
 {
    // Set all animations to loop
    animation.wrapMode = WrapMode.Loop;
    // except shooting
    animation["shoot"].wrapMode = WrapMode.Once;
 
    // Put idle and walk into lower layers (The default layer is always 0)
    // This will do two things
    // - Since shoot and idle/walk are in different layers they will not affect
    //   each other's playback when calling CrossFade.
    // - Since shoot is in a higher layer, the animation will replace idle/walk
    //   animations when faded in.
    animation["shoot"].layer = 1;
 
    // Stop animations that are already playing
    //(In case user forgot to disable play automatically)
    animation.Stop();
 }
 
 function Update () {
    // Based on the key that is pressed,
    // play the walk animation or the idle animation
    if (Mathf.Abs(Input.GetAxis("Vertical")) > 0.1)
       animation.CrossFade("walk");
    else
       animation.CrossFade("idle");
 
    // Shoot
    if (Input.GetButtonDown ("Fire1"))
       animation.CrossFade("shoot");
 } 
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