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Animation structure
It is advised to look at template models as they incorporate best howtos.
Creating structure by hand
- create
GameObject
withMoveenStepper5
component - add needed number of legs as its children. Each leg is a
GameObject
withMoveenStep2
and skeleton component (MoveenSkelLeg1
for example) - connect meshes for each leg, for each bone (rigging)
- Add
RigidBody
component (or you can use anotherGameObject
withRigidBody
connected viaMoveenStepper5.body
) - create
GameObject
and connect it to theMoveenStepper5
astarget
To connect Leg meshes - you need to connect them manually to MoveenSkelLeg1.BonesGeometry
(or MoveenSkelLeg2.BonesGeometry
) properties (with proper ordering).
Result should look similar to this:
Animated object structure example
- some external
GameObject
- Stepper (
GameObject
withMoveenStepper5
)- Leg (
GameObject
withMoveenSkelLeg1
) - Leg (
GameObject
withMoveenSkelLeg1
)
- Leg (
- Body (
GameObject
wtithRigidBody
)- Body meshes
- Leg meshes
- Leg meshes
- Target (any
GameObject
)
- Stepper (
TODO: hip
Restrictions
- Legs must be contained as children of Stepper
- Stepper must contain 2 or more Legs in its hierarchy