In the last 2 days, Ive learned how to do custom AFK poses, animate from one material to another, set up object toggles and colour radials and use Rigid Bodies in Unity with 3.0. Super proud of myself yoooo
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Oh yoooo seriously? I know how to do those too funnily enough ahaha, is there any optimization difference between the two?
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Oh yeah, parent constraints are much simpler and more optimized. The rigidbody trick was only necessary because constraints weren't whitelsited before. IK Followers were added as a more optimized alternative at first but they were a pain to work with, so we have constraints now
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Just slap a parent constraint on, tell it what to follow, then hit activate. I'd also recommend messing around with the other types of constraints when you can, there's some fun to be had experimenting with them
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