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UMA get access to Animator to set values

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I have a simple setup with UMA DynamicAvatar with its racial animations rolling OK when deployed to scene. **For background:** I have its controller and movement dealt with "NetworkController", that is pretty simple controller derived from NetworkBehavior. I used standard asset controllers initially, but stripped most of them away. **The problem:** I see my UMA animating itself, but I don't know how to get access to its Animator (or how to deploy an Animator to the character properly to connect to the UMA). So effectively I have no means to drive movement/value changes to the Animator/AnimationController to change the animations effectively. **So far I've tried:** Access Racial animations and so forth, I do get access to **RuntimeAnimationController**, however it seems to be just a data placeholder, at least I don't get to drive the value changes through it. I have also tried to introduce **Animator**-component to the character, which I can instantiate, but it seems to be disconnected from the actual UMA character animations. I'm certain the solution is quite simple, but I struggle finding the solution especially when trying to connect with UMA's existing animations and drive the values to them.

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