πŸ”§Character Animation

In this section you will learn how to set up your animations

Step 1 - Import your animations

Specify the Generic or Humanoid rig. Bake the rotation and translation into the pose and specify the right avatar for your character.

Create a copy of your animation clip - we will need to make changes to it:

Step 2 - Animate the WeaponBone

Now we need to copy the animation data from the skeleton IK bone to the WeaponBone object.

Why do we need to do this?

This approach doesn't require changing your skeleton at all, which will save you a lot of time. WeaponBone is a game object, automaticallt added by the system, and it's used for the IK and animation blending.

Open up the Transform Retarget tool:

Select your animation as a Source and Target animation clip - that’s because we want to copy the animation data within one animation.

Now add your in-game and IK Rig characters to the scene:

Now assign the transforms as follows:

After that you shoulf see keyframes for the WeaponBone in your animation:

Step 3 - Modify the Avatar Mask

Unity won’t allow you to select a custom object like WeaponBone, because it’s not a part of the bone hierarchy.

For this go to the FPS Animator/Rig tab/Select your upper body avatar mask and click β€œSetup Avatar Mask”. Now your mask should have an extra property:

At this point the animation setup is complete. Create an AnimSequence for your animation and add it to the weapon, check if there’re any issues in the game.

AK12 AnimSequence Example

These curves are essential:

  • MaskLeftHand disabled the left-hand ik.

  • Overay controls how the system overrides the upper body.

  • WeaponBone parents the weapon to the WeaponBone (by default it’s following the right hand, set the curve value to 1).

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