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Non-skinned Mesh Animation

Rukhanka Animation can animate arbitrary Entity hierarchy. The process is essentially the same as for ordinary skinned meshes:

  • Create animation clips that target transforms in the hierarchy and reference them from an Animator Controller.
  • Place the hierarchy in an Entities SubScene and add Rig Definition Authoring to its root.
  • Add a Unity Animator, assign the controller, and set Culling Mode to Always Animate for the initial setup.
  • If no Avatar is assigned, Rukhanka Animation builds the rig from the transform hierarchy starting at the object with Rig Definition Authoring.