Wozik писал(а):Кстати многие продавцы Ассет Стора делают шикарные деньги. Советую вам ребята времени не терять, а позакидывать свои детали туда, пускай денег вам зараюатывают
We don't know how to solve a problem with "partial" character animation in our Cutscene Editor:
We use AnimationState.AddMixingTransform() in order to launch animations for different parts of the body in addition to the main animation. The problem is that it's impossible to use this method several times in a row. We also haven't found any methods to clean the collection of added transforms.
Our editor provides the ability to use Unity's complex animation blending, but we can't control parts of animations in Editor Mode (not in Play\Runtime mode).
The story goes like this: The user wanted to play the selected animation only for the left shoulder first, but then changed his mind and changed the target shoulder to the right one. As a result, if we use only this method - both arms playback the animation (and not only the right one, which would be correct).
So the question is how to reset the clip's state at any time (clear the collection of added skeleton parts of the current state) or is there any other way to do what we need?
Wozik писал(а):Кстати многие продавцы Ассет Стора делают шикарные деньги. Советую вам ребята времени не терять, а позакидывать свои детали туда, пускай денег вам зараюатывают
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