In engine animation is still like working in the dark ages and most animators would prefer to work where they'll have the most control and easiest time. I'm not sure a sandwich is the best scenario because there really isn't much to rig up or animate, but maybe that's just how I'm thinking of how it can be done? 1) Click…
It really depends on the engine and the game. Usually static meshes/objects can be animated in engine without bones but often it unlocks a lot more tools if the object is treated as a skeletal mesh. Even as a simple one with just one joint can unlock certain skeletal mesh tools that just aren't available to static meshes.…
So I couldn't find this info in the animation wiki and can't for some reason put this into google correctly for the results I'm looking for. I was wondering what is the recommended process or best case scenario for putting non character animations into engine. Non-character as in props or things that the character may…
Thanks Mark, that clears up a lot. The usage case here is mostly 3) Click and play at least for the functionality that we've been doing. While I completely agree with the drawbacks of that case and is much of the reason why I am asking this question. As to me that case requires so much unnecessary production time due to…
Okay that is what I had thought, is that it is very case dependent. Thanks for all of the info. We are doing a lot of skeletal meshes right now as most of our components are interactable. I fear this is causing a bit too much overhead though in the long run. As we are targeting WebGL in Unity and Unity does not bake…