This movement is more of a game play mechanic than it is cosmetic.
TL;DR: This is my main issue: I am torn between how much to rely on code for these animations and when to use Unity’s (or Blender’s) animation system, if at all.
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TL;DR: This is my main issue: I am torn between how much to rely on code for these animations and when to use Unity’s (or Blender’s) animation system, if at all.
TL;DR: This is my main issue: I am torn between how much to rely on code for these animations and when to use Unity’s (or Blender’s) animation system, if at all.
This movement is more of a game play mechanic than it is cosmetic.
TL;DR: This is my main issue: I am torn between how much to rely on code for these animations and when to use Unity’s (or Blender’s) animation system, if at all.
I am using Unity. I have quite a bit of Unity experience, however I am a novice in animation. In the past I have had someone else do character Animation aside from some Camera animation and simple object movement.
In this game I have large 3D Cube-like characters I made in Blender. Now a normal humanoid character will change in shape as they walk. But these block characters however do not change in shape as they move around the world, as they attack, and so on; they are always rigid and block like in shape.
They get around the world by rotating themselves. Most of the time they would move by pivoting on the corners of their shape. Here is an image to show what I am talking about:
Bonus Image: https://i.sstatic.net/b9LlD.png
Think of moving a big cube of something heavy in real life by alternating pivoting it on the front two & bottom corners of the cube. That’s how they walk.
So by most means this is very simple animation: no need to alter a mesh’s shape. However I have a few issues that need to be resolved:
TL;DR: This is my main issue: I am torn between how much to rely on code for these animations and when to use Unity’s (or Blender’s) animation system, if at all.
These are what I see as my options:
“Standard Animation”: animate these animations in the animator, painstackingly figure out how to move these objects in global space that is consistent with these unusual animations. So basically have the character be a child of a parent transform, and figure out how to move the parent transform point depending on what animation is playing.
Programmatically: forgo the animation system and do all movement in code. May become also time consuming when doing more complicated movements, but maybe not.
Something else hopefully??? A smart mix of the two I haven’t through about?
The two options don’t sound great, and I am unsure on which one would be more time consuming. What would you do in my shoes? Is there a good third option I haven’t figured out?