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Author Topic: Call A mecanim animation  (Read 2550 times)

blackant

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Call A mecanim animation
« on: December 16, 2013, 07:27:24 AM »
Hi, long time i did not come to ask questions... this is done !

i'm actually working on a great project and i need to introduce the character, make him walk during a "move toward"  action.

can i call or modify mecanim animator variable to make it or am i forced to put animation modifier on my character with legacy animation ?

jeanfabre

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Re: Call A mecanim animation
« Reply #1 on: December 16, 2013, 07:40:07 AM »
Hi,

 Well, if your character is a mecanim character, then you must use Mecanim and setting mecanim animator variable is the way to go indeed.

else, you can't mix legacy and Mecanim I think, at least, I never tried personaly and never will :) I would suspect some major potential issues in doing so.

the "move toward" is fine, it's simply that your character has to be be animated "in place" for this to work. Check out the Pathfinding / Mecanim setup, it uses this, because pathfinding agent is moving by itself, the mecanim logic and animation has to comply to this, as opposed to a mecanim animation that actually moves the player as well as animating it.

does that make sense?

Bye,

 Jean

blackant

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Re: Call A mecanim animation
« Reply #2 on: December 27, 2013, 12:26:33 PM »
Well....
 i can add an animation component and add animations from other FBX if they have been prepared but impossible to make work an animation made for mecanim if i put it in the list of animations...

by the way, you talk about pathfinding / mecanim, you mean nby navigation layer, right ?

jeanfabre

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Re: Call A mecanim animation
« Reply #3 on: December 30, 2013, 07:14:32 AM »
Hi,

 no, not navigation layers, actual character animations and how it's designed.

 Basically, you should create this logic in Mecanim and not use legacy animations at all.

bye,

 Jean