Quantcast
Channel: Answers for "Reusing an Animator Controller for generic animations"
Browsing all 8 articles
Browse latest View live

Answer by Volcanic-Penguin

You can, with Unity Pro, where you can check Sync on state machine layers to have lots of layers with the exact same state machine but with different animation clips, and then you set weight to 0 on...

View Article



Answer by porygon

At the very least, you can use AnimatorOverrideController, but you will still have to fill in the variables:...

View Article

Answer by Xelnath

I am trying to create a script that auto repopulates an Animation Override Controller - but I can't seem to "write" to the animationClips property... it just resets. Help :(

View Article

Answer by plagas36

Hey, I've made an asset that can duplicate an animator controller and replace animation clips by new ones at the same time. Perfect if you have multiple character using the same kind of animator...

View Article

Answer by Volcanic-Penguin

You can, with Unity Pro, where you can check Sync on state machine layers to have lots of layers with the exact same state machine but with different animation clips, and then you set weight to 0 on...

View Article


Answer by porygon

At the very least, you can use AnimatorOverrideController, but you will still have to fill in the variables:...

View Article

Answer by Xelnath

I am trying to create a script that auto repopulates an Animation Override Controller - but I can't seem to "write" to the animationClips property... it just resets. Help :(

View Article

Answer by plagas36

Hey, I've made an asset that can duplicate an animator controller and replace animation clips by new ones at the same time. Perfect if you have multiple character using the same kind of animator...

View Article

Browsing all 8 articles
Browse latest View live




Latest Images