All my animations and game objects retain the same location (0,0,0) and z rotation. That is, the root bone does not rotate, scale or move. I let code handle transforming and rotating (I’m not a fan of using root motion in Unity3d).
This was fine, but now I’ve run into a problem. There are certain animations in my game that really need to be animated together. For example, I have a chest with an opening animation and a player character with an open chest animation. In the past, I would have just triggered the ‘open chest’ animation at a certain point in the ‘player opening chest’ animation.
While this works for things like strike/hit reactions in combat, if I want the player’s hand to follow the lid of the chest exactly the entire time it’s opening, then I need to animate them both simultaneously.
I’ve tried to do this, but because the root bone is set to 0,0,0, the chest jumps to the same location as the player character when I press play -even when the chest is not in pose mode and is not selected.
I tried to get around this by removing all the location and z rotation data from the chest in the dope sheet. This work relatively well, however I now can’t get back to the bone view in the dope sheet. I can only see the rotation, location etc data and can’t see the position of the bones and the little diamond boxes.
I’m stuck. Could someone please give me some advice about the best way to animate ‘interactive animations’ for games using blender?
*EDIT: I’ve posted the dope sheet problem as a separate question