Tank Animation v2 per Guess John

Project: Armament
Role: Game Animator
Completed: 176.30 Sgt Lead Aaron Francis Game Animator
Start Date: 11/12/2018 10:40
End Date: 11/17/2018 20:21
Objective
Mesh should be merged if possible to reduce unity drawcalls. Bones animate better than individual pieces, normally.

Morphs are good, but pretty sure you can merge the morphed objects into the main mesh and have it still work. Would have to test on the orginal blend file.


Tank Animation for http://www.thoucurator.com/agenda/viewagenda?agendaid=1839 

Just the tracks for now.

https://unity3d.com/learn/tutorials/topics/animation/animate-anything-mecanim

Complete Task
2.00 HR.
Tank was merged into one piece. Armature was updated to take place of "Separate Mesh Pieces" for animation.

Animation was added to bones.

Shape Keys were also merged, however this restricted the ease of using Shape keys and limits what can be achieved through mecanim without having to re animate tracks. This also would require adding more bone density to the model for the wheels for multiple movement variations of turning and going backwards. It is possible but as far as my conversation with James, this probably is not important to implement at this stage.

3.00 HR.
Model worked fine in Blender. When imported into Unity there seemed to be an issue with the Turret bone inheriting rotation of its parented Root bone. This caused a mess in Unity and made extremely difficult to animate the turret as it no longer rotated proper around the Y axis. Tried many things to fix this and finally got a few working solutions. 

1.00 HR.
Added another possible solution of creating a "Neck" bone and making the Neck bone the parent of the Turret bone. This fixed it's rotation and allows a proper turret rotation. 


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