Skip to main content

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 the Animator state machine to it.
  • Rukhanka will automatically create a rig for a given model starting from the node with Rig Definition Authoring assigned.