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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 // | Unity currently ships with 2 types of animations, commonly known as //Legacy// and // | ||
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+ | {{ : | ||
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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 |
**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:// | * 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:// | ||
- | * //Animation preview// in the move editor only works with the default avatar for that animation | ||
- | * Because of the current [[http:// | ||
- | * Setting [[character: | ||
- | * Setting animations to a negative speed may cause visual glitches | ||
- | * Animation Flow must be marked as // | ||
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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 | ||
**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 | + | [[character:movesets|< Back to Character Editor |