14th January 2010
As a follow up to Part 1, I’m now going to run through how to bake out your animation into a Unity-friendly format. The benifit of this particular way of doing it is that the animators will be free to add any extra controls they fancy (such as a direction constraint for the head, for [...]
10th January 2010
Recently I’ve been doing some rigging and animation for a games project, where the final assets will need to be exported to the Unity engine. This means that we won’t be able to give the game engine a straight XSI rig to play with – we’ll need to simplify it a bit first. What we [...]