Non-skinned Mesh Animation
- CPU Animator
- GPU Animator
Rukhanka can animate arbitrary Entity hierarchy. The process is essentially the same as for ordinary skinned meshes:
- Create an
Animatorand define animations in it. - Place an object on subscene and add the
Rig Definition AuthoringUnity component to it. - Add Unity
Animatorcomponent, and assign theAnimatorstate machine to it. - Rukhanka will automatically create a rig for a given model starting from the node with
Rig Definition Authoringassigned.
- Follow the same preparation steps as for
CPU Animator. - Make a GPU attachment shader and set it for materials of your attached render meshes.