

What you're saying though is if I'm correct that for each animation you want to do it is an entirely skeleton animation and model.


Before you ask, I've tried looking at trax editor tutorials and so on, loads of them explain the editor itself fine as well as the timeline editor but not one of them has explained the most basic part of how you keyframe multiple animations for one model in the first place.įor a visual aid of what I'm talking about.Ĭlick to expand.This actually makes sense and I finally know what to do, the problem is, there's lots of tutorials on how to import things, export things but none of the actual animating process. If you guys could explain this to me I'd appreciate it as I suspect it's to do with vocabulary since there must be tutorials out there for this with loads of people putting this kind of thing in their demo reels. Wich makes sense but when I actually did it in Maya it wrote over the animation somehow that I had already done, perhaps I just need to experiment more. What are the methods you use? Surely I don't need to do something as ridiculous as make separate models for each animation cycle like walk/run right? I read somewhere about a timeline method where you simply put all the animations in at the ends of each cycle so 1 - 40, walk cycle, 45 - 85, run cycle and that sort of thing. I realise this is a Unity forum but I tried asking for help on the Autodesk forums and people didn't even answer, they still haven't answered even weeks after the thread was made. What I want to know is how do you actually animate multiple animations for one character? I have a basic human model and skeleton and I really want to have a play around with animations but I don't even know how to get extra animations on my model without overwriting the animation I've already done. So I have been desperately trying to research this and I see all kinds of methods being talked about in regards to exporting animations and so on, even looking at the similar topics page it's filled with people asking how to save and export their animations.
