Hello guys I have been confused for my animation I am creating 3D character animation but I use the another 3d character animation as reference but not using that character or that animation for commercial use I am just referencing it is it will be legal or not? Now insure me that is there will be any problem when is use this animation for commercial use which is just referenced from another character animation
There won't be an issue with that. Even, you can get free animations from other websites like https://www.mixamo.com/ and there are a few others, which can also be used for commercials.
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Suppose I have a 2D pixel character like this:
and I want to know if there are some ways in Unity to edit this character's sprite to have movement or attack.
I do believe you have to use the sequence of the sprite to animate it
No, not in Unity. You have to use an image editor to make each frame of the animation yourself, and then use Unity to hook them all up into a cohesive, fluid, interactive motion.
You need to create an animation sequence for your character and simple add all of your animated (images)sprites in the sequence.
You can read more about animations from Unity's official tutorials here: Introduction to Sprite Animations
Animation-Imgur
The animation looks great inside of Maya, but not in Unity.
I've fixed all of the exporting errors already.
There isn't enough information within your question to provide an absolute answer. It could be down to one of many problems...
Are you using expressions?
Are you using IK chains?
Are you animating rotate or scale pivots?
Have you tried baking the animation data first?
Are you sure the exporter works?
Is the character rig known to work within the game? (or is this your own?)
Typically exporters for games will bake the Maya joint model down to simple TRS animations. Sadly there are some combinations of scale/rotate pivots that are simply impossible to convert into TRS, and still maintain correct animation interpolation. Assuming the exporter works correctly, I'm going to guess that may be the cause?
I am creating a 2D game and I want to add a shooting animation to my character.
I want to add it in a different animation layer so it will affect only the upper body part of my character while not breaking the basic movements animations such as idle, run and jump.
In tutorials and guides, I saw the usage of an avatar mask on 3D models.
Is there an option to use that masking on a 2D character?
Thank you :)
No, Unity doesn't provide out-of-the-box solutions for 2D Avatar Mask. One thing you can do to emulate this feature is split you character's body parts (arms, legs, torso, etc) into different animations, then assign each a Layer in the associated Animator Controller and control them programmatically via script.
So I was working on a proto where I want to implement a character swap functionality in the game.
I'm not talking about swapping the camera component from one character to another or changing the material used in a mesh, but rather changing the whole skeletal mesh so that the player can use the new character to complete the mission/Level.
(Note: The swapped character will have different animations, attacks and everything).
I Saw some Bp tutorial in youtube but they use "Set Skeletal Mesh" which can easily change the skeletal mesh using some conditions... but I want to implement this in c++.
Can anyone Help me to understand the logic...The Logic I have in mind is to use an array to store the Uskeletal component and choose the meshes available but I don't know if this is possible or optimised.. !! Valid Suggestions will be Greatly appreciated (Sry for the spelling and Grammer)
You can keep an array of skeletal meshes as UPROPERTY on your character class. Just keeping them around does not automatically visualize or use them in any way.
To do that you need to create and attach a USkeletalMeshComponent to the character. If you look at component's interface, you will see a SetSkeletalMesh(class USkeletalMesh* NewMesh) method you can use to actually set the mesh used and rendered by the component.
I am creating a game in Unity3D.
My character animation is in the form of stickman animation files but can be either Maya or Cinema4D.
Is it possible to have multiple 3D characters and swap between them in game - however, use the same stickman animation as their movement underneath?
Would the characters need to have the exact same skeleton?
Basically you can use the same animation for more than one model according to the book Creating 3D Game Art for the Iphone with Unity by Wes McDermott (some excerpts available at Google Books.
Citing page 143: Another aspect worth mentioning is that you can reuse animations on different characters as long as their hierarchies are the same based on how the Animation Component references objects.
I tested it some time ago with a 2nd rig being synchronised in parallel and it worked.
So the skeleton should be identical at least the bone names need to be present. Swapping characters is possible and mainly used for death animations. In this situation you have a kinematic rigidbody whose physics components are then transformed into ragdoll. I see no problem to extend this to the whole character.