So I have two different .blend files with two different animations. Let's call my aiming with a gun animation animation A, and my other .blend file with idle, run, and jump animations animation B. If I wanted to play the aiming clip from animation A with the Animation B animator, it just looks like my character wants to shake hands, since the gun doesn't appear in the animation. The aiming animation works if I play animation A with animation A's animator. How would I use the gun object from animation A when playing animation A in animation B's animator? Here is an image of what the animation looks like in the import settings (what i want) and in the actual game (what is happening which I don't want.) The top image is what I want and the bottom image is what is happening. Thanks in advance.
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\$\begingroup\$ Presumably you tried taking the gun object from character A, and placing it as a child of the corresponding bone in character B? \$\endgroup\$DMGregory– DMGregory ♦2020-12-19 22:47:03 +00:00Commented Dec 19, 2020 at 22:47
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\$\begingroup\$ Yea, I made it a child of character B, which is an empty object with a child camera, child character mesh, and a child rig. In character A it's the same however, the gun is a child of the empty object, and the rig of character B has two more bones for the gun. @DMGregory \$\endgroup\$TheBonelessAlien– TheBonelessAlien2020-12-19 23:40:47 +00:00Commented Dec 19, 2020 at 23:40
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\$\begingroup\$ And you tried parenting the gun to the hand bone in Unity? \$\endgroup\$DMGregory– DMGregory ♦2020-12-20 01:21:24 +00:00Commented Dec 20, 2020 at 1:21
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\$\begingroup\$ Yup, the gun is parented to the forearm bone in Unity. @DMGregory \$\endgroup\$TheBonelessAlien– TheBonelessAlien2020-12-20 02:08:53 +00:00Commented Dec 20, 2020 at 2:08
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