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animationtypes [2014/01/30 01:29]
Mistermind created
animationtypes [2016/09/19 16:29] (current)
Mistermind [Legacy]
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 ===== Animation Types ===== ===== Animation Types =====
 Unity currently ships with 2 types of animations, commonly known as //Legacy// and //Mecanim//. They both have ups and downs when it comes to use them on Unity in general, so here is a little Pros and Cons from both types and how they can affect your work with UFE. Unity currently ships with 2 types of animations, commonly known as //Legacy// and //Mecanim//. They both have ups and downs when it comes to use them on Unity in general, so here is a little Pros and Cons from both types and how they can affect your work with UFE.
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   * With the use of a global humanoid rig system, you can virtually have any animation on any humanoid model   * With the use of a global humanoid rig system, you can virtually have any animation on any humanoid model
   * Has an automated mirror system (better processor usage and no texture glitches when mirroring characters)   * Has an automated mirror system (better processor usage and no texture glitches when mirroring characters)
-  * Lots of extra options when it comes to minimal adjustments such as small rotation errors and root position+  * Lots of extra options when it comes to minimal adjustments such as small rotation errors and root position in the //Animations// tab
  
 **Cons:** **Cons:**
   * Each animation has to be carefully adjusted in the Animations tab of the FBX file, as they can suffer rotation and position errors during conversion to [[http://docs.unity3d.com/Documentation/Components/class-Avatar.html|Humanoid]] rather frequently   * Each animation has to be carefully adjusted in the Animations tab of the FBX file, as they can suffer rotation and position errors during conversion to [[http://docs.unity3d.com/Documentation/Components/class-Avatar.html|Humanoid]] rather frequently
-  * //Animation preview// in the move editor only works with the default avatar for that animation 
-  * Because of the current [[http://forum.unity3d.com/threads/206301-Mecanim-Review-(Unity-4-2)|limited access]] to Mecanim source, the work around used to control Mecanim animations is fairly limited 
-  * Setting [[character:movesets|Interpolation Speed]] higher then 0 may cause some visual glitches 
-  * Setting animations to a negative speed may cause visual glitches 
-  * Animation Flow must be marked as //Smoother// if Mecanim is selected 
  
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 ==== Legacy ==== ==== Legacy ====
 **Pros:** **Pros:**
-  * None of the limitations posted above+  * Easier to import to Unity 
 +  * Better if you prefer having full control of your animation outside of Unity
  
 **Cons:** **Cons:**
   * The mirror approach used by UFE is not the best suited for complex model characters. Some normal textures might suffer visual glitches when crossing sides   * The mirror approach used by UFE is not the best suited for complex model characters. Some normal textures might suffer visual glitches when crossing sides
   * Because there are no tools to edit your animations you are highly dependable on its imported transform definitions   * Because there are no tools to edit your animations you are highly dependable on its imported transform definitions
-  * Does not work interact with other humanoid rigs+  * Does not interact with other humanoid rigs unless its the exact same bone structure
  
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-[[:start|< Back to Universal Fighting Engine Introduction]]+[[character:movesets|< Back to Character Editor Move Sets]]
animationtypes.1391063395.txt.gz · Last modified: 2014/01/30 01:29 by Mistermind