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Question by ypsilon · Apr 20, 2014 at 09:01 PM · animationphysicsanimationcurve

Rigidbody not responding to physics after creating new animation

I have my enemy character, who has a rigidbody attached to it. It is affected by gravity and so on, everything fine.

Now, I have created an animation of the enemy receiving a punch. The animation consists of the same sprite all the time, but I have added a curve so that each frame, the sprite will be moved slightly to left and right (one frame left, the next one right, and so on), thus creating a "vibration effect". Think beat'em ups, when some character receives a hit.

After creating this curve on the animation, my enemy stops reacting to physics. I'm just changing the transform's position... And it's not just when the character animates that animation; it's all the time. It's not being affected by physics at all.

What the hell is going on here??!! Is it because I'm trying to modify the position directly in the curve? It doesn't make much sense to me. Thanks!

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avatar image EvilTak · Apr 21, 2014 at 06:48 AM 1
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You may want to enable animate physics in the animator component and is kinematic in the rigidbody. Is kinematic means it will respond to physics even when it is being moved by transform ins$$anonymous$$d of rigidbody.addforce etc.

avatar image ypsilon · Apr 21, 2014 at 12:58 PM 0
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Do you mean in the curve? That didn't work either. I think that your statement is partly false, since activating Is$$anonymous$$inematic makes the rigidbody not respond to physics.

avatar image EvilTak · Apr 21, 2014 at 02:30 PM 0
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It should work, according to my experience and others also. I'm sorry for saying wrong stuff about is kinematic, but with animate physics true in either your animation or animator component, and rigid bodies set to is kinematic, it should work well. If you are having trouble understanding, visit this page: http://grovecodeblog.wordpress.com/2013/10/30/combining-physics-and-animation-in-unity/

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