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Question by AironeneroTechnologies · Nov 02, 2014 at 06:57 AM · animation

How to access bones of a non uman rig.

I have an object with some bones, how i can modify via C# scripting the position, rotatio, scale of each bones? The rig is not human, so i can't use the mechanim (also i not want to animate the model using animations, i want to dinamicly create the animation via scripting).

Thanks in advance.

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Answer by zharik86 · Nov 02, 2014 at 07:10 AM

Main t$$anonymous$$ng, that rig model, i.e. all vectices were attached to bones. Further there is not$$anonymous$$ng difficult. When you add your object (simply drag fbx) to a scene and you will open object, you will see: SkinnedMeshRenderer and tree of objects with only Transform component. T$$anonymous$$s tree is also your rig and names coincide with names of bones. Further change Transform in the necessary bone and you will see change of position/rotation of parts of model. I hope that it will help you.

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avatar image AironeneroTechnologies · Nov 02, 2014 at 07:57 AM 0
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I founded my bones, but the question is: why moving it not modify the mesh, cinema4D importer have problmes?

avatar image zharik86 · Nov 02, 2014 at 07:44 PM 0
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@AironeneroTechnologies I don't know about Cinema4D importer, but better format is fbx. And your object must not have component by name Animation. As you say, you create animation in script. But, in most cases, create only change rotation for bones, and for move use transform main object, which contains ypur tree bones and SkinnedMeshRenderer.

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