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Animation via Mecanim #167

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atteneder opened this issue Apr 13, 2021 · 2 comments
Open

Animation via Mecanim #167

atteneder opened this issue Apr 13, 2021 · 2 comments
Labels
animation feature/bug related to animation support design-time enhancement New feature or request import Import of glTF files

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@atteneder
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Animation currently uses Unity's legacy animation system.

Current state is that Mecanim animation system is not fully available at runtime. You can exchange animation clips at runtime via AnimationControllerOverride, but creating an entire state machine from scratch via script is limited to Editor.

For design-time import this could still be a viable option. glTFast could create a default AnimationController and Animator component. Users can then customize the controller.

@atteneder atteneder added the enhancement New feature or request label Apr 13, 2021
@atteneder atteneder added the animation feature/bug related to animation support label Dec 1, 2021
@atteneder atteneder added this to To do in glTFast development via automation Dec 1, 2021
@atteneder atteneder added import Import of glTF files design-time labels Jun 1, 2022
@atteneder atteneder moved this from To do to Long-Term in glTFast development Jun 1, 2022
@atteneder atteneder moved this from Runtime Loading to Editor Import in glTFast development Jun 1, 2022
@MasterZ0
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Get a clip from GltfImport and set in an AnimatorOverrideController works in the Editor, but in my tests it doesn't work in Build.

image

@hackyinge
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Hello, brother, can this problem be solved?

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Labels
animation feature/bug related to animation support design-time enhancement New feature or request import Import of glTF files
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Status: Editor Import
glTFast development
Editor Import
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3 participants