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