Hi!
I love Creature but one thing is holding me back. Namely two things: I use Corgi engine for the game itself. This uses the Animator. This is fine, Unity Creature runtime supports it. But the separate states do not hold an animation object. I see that in the export dir there is like a packMdl directory holding anim files but they are wrongly serialized ('serialized using newer version of Unity' but I'm on 2019.2). Is this something that would be fixed soon or am I wrongly assuming things? I want to use the anim files so I can manually set loop on/off on them individually. I don't want to use the Creature Renderer to set which animation needs to play based on some Animator boolean or set the blending. So that's why
(Or would you know how to config Corgi easily to extend something so that it works as well? Kind of a long shot).
Thanks!
Unity state machine animations
Re: Unity state machine animations
Hello,
The Creature runtime has a module that is compatible with the state machine of Unity, take a look here:
https://github.com/kestrelm/Creature_Un ... ehavior.cs
You can try to extend it for your needs.
One other way you can consider ( if you just use Bone Motors ) is to export the character as FBX and bring that into Unity. Then you can drive it as any regular SkinnedMeshRenderer object in Unity ( which gives you more options for managing animation states)
Cheers
The Creature runtime has a module that is compatible with the state machine of Unity, take a look here:
https://github.com/kestrelm/Creature_Un ... ehavior.cs
You can try to extend it for your needs.
One other way you can consider ( if you just use Bone Motors ) is to export the character as FBX and bring that into Unity. Then you can drive it as any regular SkinnedMeshRenderer object in Unity ( which gives you more options for managing animation states)
Cheers