Non-skinned Mesh Animation
Rukhanka can animate arbitrary Entity hierarchy. The process is essentially the same as for ordinary skinned meshes:
- Create an
Animator
and define animations in it. - Place an object on subscene and add the
Rig Definition Authoring
Unity component to it. - Add Unity
Animator
component, and assign theAnimator
state machine to it. - Rukhanka will automatically create a rig for a given model starting from the node with
Rig Definition Authoring
assigned.