I notice that Evil Pants, etc. have the name of their various animations match the different names of the Default and Battle animations set up in the editor. F.e.--idle, walk, run, battle run, etc.
For my own animation---say my Battle Mage skeleton, do I have to rename its various animations to match what's in the default so that his idle-1 animation would become idle?
Or do I make a special list in Animations for him? Or how to do this? I'm using Legacy Animations.
ORK1 had it set up so you'd list the various animations of the enemy to match the default name slots in the editor.
its simple as hitting add animation select the idle an where the animation name is just type the name exactly like you have it in your animations list other wise it wont see the animation an you wont get any animations. works the same way with mecanim so you can name them what ever you want just make sure you put there name in correctly when adding them to your combatant. also you can add more in the animations types list as well. hope this helps
glad you got yours to work catacomber! :) im still confused since im using animator though. i dont understand how to set up parameters and make certain animations run at certain times...lol
@Catacomber The system is pretty much the same as in ORK1, only that you can now define your own animation types instead of having a list of predefined types :)
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The system is pretty much the same as in ORK1, only that you can now define your own animation types instead of having a list of predefined types :)
@j1e3s5
Have you tried the gameplay tutorial on mecanim animations?
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