nuway
nuway

Reputation: 2394

using a rigged 3d model for dynamic animations in Unity

I have a 3ds rigged model that I want to use in Unity. I dont want to animate any motion in 3ds, since all the animations will be dynamic. All I want to is have access to bones / joints of the model in Unity so I can transform them with code in Unity at runtime.

I hear that I should import the model with an fbx format, which i do but I see no bones or joints in Unity. Also, from research I need to "bake the animation in" before export from 3ds but I don't want to animate in 3ds.

Upvotes: 1

Views: 2871

Answers (1)

Kay
Kay

Reputation: 13146

After importing an FBX model and dragging it into the scene project and hierarchy view should look like project and hierarchy view showing the armature.

All bones defined in your modelling software appear as GameObject hierarchy under the root bone and can be accessed by the Find or other methods defined in Transform e.g.:

Transform hipsTransform = rootGameObject.transform.FindChild ("Armature/Hips");

But in general I would recommend to make your animations in the modelling software. If you need very dynamic behaviour try to split them in short strips and combine them at runtime. I am currently writing a blog post about this technique but it's not yet ready.

Upvotes: 1

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