It is pretty clear on how to create animation and let it play through code. Is there also an controller that I can use like in unity. This is definitely also a concern since I am not sure how to go about playing multiple animation clips at the same time, how to mask them and in what way.
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Hi, Cuddle Tree.
Enabling the Animation Controller means that it works as a Mecanim System.
Instead of exporting the animation separately from AnyPortrait, you need to Bake the character animation to play with the Animator.
In the Bake dialog, you can set the character to be played by Mecanim.
(1) Select the Setting tab, and (2) activate the Mecanim setting.
Check "Is Mecanim Animation" and set the location where Animation Clips to be controlled by Animator will be saved.
Then, you have to perform additional procedures further.
We recommend that you read the tutorial below for detailed instructions.
(Please click the below link box.)
Since AnyPortrait operates with its own animation system different from Unity, the manual provides a way to link AnyPortrait and other functions of Unity.
You can get a lot of information from our homepage, and if you are having trouble making what you want, feel free to let us know!
We are here to help you quickly.
Thank you.
I would like to use Unity Animation Controller since I know it well but when hitting bake I see nothing that shows how to export the animation.
Hi, Cuddle Tree!
Thank you for writing this post.
As you mentioned the Animation Controller, you seem to be using the "Mecanim System".
By using the "Layer" function in Mecanim's Animator, you can play multiple Animation Clips at the same time.
In the 7th and 8th demos, "Pirate Game", the player character was implemented to play "Run and Shoot at the same time" in this way.
Please see the tutorial below for how to use multiple layers.
The important point here is, as you asked, how to merge the two animations.
For example, you can mix the "Run" animation with the "Shoot" animation to create "Run and Shoot at the same time."
In this case, the "Run" animation should be played first and the "Shoot" animation should be overwritten over it, but if the Mask isn't correct the "Run" animation will not be preserved.
The solution is simple!
In a "Shoot" animation that plays as a higher layer, you should not register "Parts not to be overwritten" as "Timeline Layer".
In the example above, in the "Shoot" animation, if you do not register the character's "Two Legs" as the Timeline Layer, the "Run" animation for the Two Legs will be preserved even after merging.
This method is the same as Unity's animation mixing, so we haven't described it in detail.
So we think you are worried about this.
We apologize for not writing the tutorial in more detail on this part.
Perhaps if you try this feature, you can easily see how it works.
In addition, even if you are not using Mecanim, the basic workflow is the same.
For the part not to be overwritten, make sure that the Timeline Layer is not registered in the animation of the upper layer, and then call the animation playback function as follows.
Play("Run", 0); //0 is Layer. 0 is the default and can be omitted.
Play("Shoot", 1); //1 is Layer
Also, most of the other playback functions include parameters for the layer.
Descriptions of other functions can be found in the links below.
If this problem has not been solved by the above answers or if you need more clarification, please add a post!
Thank you!