Unity state machine animations

Discuss issues pertaining to the various game/web runtimes of Creature here.
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Joined: Tue Aug 27, 2019 9:45 am

Unity state machine animations

Post by Emphy » Tue Aug 27, 2019 10:43 am


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).


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Joined: Thu Feb 19, 2015 2:21 am

Re: Unity state machine animations

Post by chong » Tue Aug 27, 2019 12:00 pm

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)


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