I made quick blockout animations in Blender for testing on my basic rig in Unity, but those bugged out. I have reason to believe it was due to the nature of Blender rigs. In Blender, the armature/bone system is very different than in Maya, and there isn't exactly a way to freeze transformations like there is in Maya. Even so, this is the first time I have had such an adverse reaction when importing a Blender rig into Unity.
I then resorted to Mixamo, and found that their animations and rigs do not work with Unity animation layers/avatar masks. I was still able to test out experimental movement where the player can sprint in all directions. I am reading Unity and Vicon Blade documentation. I don't want to attempt animation layers again unless I have usable MoCap data. Until then, I will focus on programming a FPS/3PS character controller.
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