Multiple animations for export

Seems like a simple enough concept, but I just cant seem to find the right way. How do I go about animating multiple animations that can be export for use in Unity? Im making a little Turret Defense game as practice, I have a few turrets modeled and textured, just need to animate rotating, panning, and firing.

I animated one firing, and was about to go animate it rotating, then realized I had no idea how to do that without deleting the firing animation. Can anyone point me in the right direction here?

What you are looking for are multiple “actions” take a look at the dope sheet and the action editor there. Also you probably want armature based animations for unity.

My posts are stuck in the moderation queue, I’ve just started posting today :confused: … so I can’t edit my last post.

I’m actually kinda in the same boat trying to figure out how to do stuff for unity, so I’m not sure if this is the right way at all but it does work.

What I’ve written before about exporting multiple animations is just a answer to your question but I believe the questions is wrong …

I guess you want you’re turrets to aim at something and track enemies. A animation can’t do that. Here is what I did, make the part of your turret that needs to rotate a seperate object (so you can access it in unity) make sure the origin is where it should rotate. Put an empty (again you can work with empties in unity) at the muzzle and hold it in place with location/rotation constraints. I’m just doing the blender part for our game so I have no idea how it all comes together in unity, but it worked for us.

As for the firing, I think you want to do that in unity as well detecting collisions and whatnot, particles are probably your friend.

I’ve posted a different animation problem in this thread: http://www.blenderartists.org/forum/showthread.php?299814-Animating-tank-treads-for-unity … but you can download the .blend and take a look at the tank-turret, it has all the empties and constraints set up.

Multiple actions is what I was looking for, Got it all sorted now. And I have tried it that way(seperate objects) and it works perfectly fine for a very basic turret. But Ive made more complex ones, with gears, pipes, steam whistles, and lots of other stuff like that, that I wanted to move about while the turret rotated and panned to look at targets. Im not too worried about the Unity side of my turrets, in prep. for what Im doing now Ive gotten basic turrets to rotate, pan, and fire perfectly fine without using any animation. And yes, I love particles, they are most def my friend. IK its off topic but if you have any pointers on how to make a turret lead a target correctly, taking into account the projectile speed, target speed, and physics, thatd be great.

ah okay sorry I shouldn’t assume so much :slight_smile: … sry, no pointers I don’t deal with unity myself :confused: