Non-skinned Mesh Animation
- CPU Animator
- GPU Animator
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 Authoringto 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.
- Follow the same preparation steps as for
CPU Animator. - Make a GPU attachment shader and set it for materials of your attached render meshes.
- Add
GPU Attachment Authoringto each affected mesh as described in Bone Attachments. GPU animation changes rendered vertices without updating CPU transform data.