I'm trying to work out using Equipment Viewers for clothing and armor. I've got it to the point that the shirt will animate and will play the same animations as the base model when I manually trigger those animations. (I do seem to have the same bug as Wolfir's
#2 problem in this thread
http://forum.orkframework.com/discussion/5486/wrofir-combat-thread#latest, which is preventing the model from switching to combat animations in a fight.) However, the shirt doesn't ever
leave the default idle animation when my character is running around outside of combat. I'm using auto-animate for the combatant and it seems logical to me that that might not apply to equipped clothing. Could that be the problem? If it's not the problem do you have any ideas about how to get it to play the combatants animations when the combatant does instead of staying in idle animation?
That being said, animating equipment is best done by using Child Linking in the equipment viewer component. This is used to match child objects of the equipment to child objects of the combatant, so e.g. the arms or legs of an equipment follow the arms or legs of the combatant.
So, instead of having to animate the equipment, only the combatant is animated and the equipment follows those changes.
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http://orkframework.com/tutorial/gameplay/equipment-viewer-child-linking/
I would also advice looking into free UMA asset. As it bakes one mesh out of all your equipment and should save on your skinned mesh performance.
Generally, if the cloth pieces are spawned via the equipment viewer (from equipment prefabs) and the plugin searches from the combatant's root upwards, it should find them without issues. The spawned equipment is still child objects of the combatant's game object.
An alternative would be to have a custom script on your cloth equipment that manually registers it with the plugin upon spawning (e.g. in the OnEnable function of a custom component).
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