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New animation possibilities with Unity 5.x


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Previously, working with Blender, Unity 4.2.2 and .fbx as a medium format, long complicated animations turned out laggy and bloated the resulting model file to something like 2.5-5 Mb. With Unity's 5.x inherent support of .blender files came support for better animation import and compression.

I made a PowerPoint style animation which turned out to be very performance friendly and 10 times less weighty than in previous versions of Unity and PartTools.

 

Not all animation types are supported by Unity, things I learned:

  • All objects need to have a scale of x=1, y=1, z=1 at the start of animation.
  • All constraints type animations need to be baked or made by hand.
  • No animated object should have child objects.

If any of the above things are out of place, the Unity simply will not import any animation curves for that object.

Tip: Some types of animations are much easier to devise after a smart placement of an object origin.

Ready parts to play with are here.

 

 

Edited by Enceos
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2 hours ago, Enceos said:

Not all animation types are supported by Unity, things I learned:

  • All objects need to have a scale of x=1, y=1, z=1 at the start of animation.
  • All constraints type animations need to be baked or made by hand.
  • No animated object should have child objects.

If any of the above things are out of place, the Unity simply will not import any animation curves for that object.

That doesn't sound very good then? Using 'common' formats - .dae and .fbx I VERY regularly break the first and last bullet point with no issue. I don't know about the middle one, though I know people who have skinned things for use with vertex clusters.

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