weird UE4 blueprint vibes in the Unity Animtor lol
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Can you not group and collapse multiple nodes into one? That feature is essential in other node based programs I've used. I know nothing of Unity. I'll use my Google-Fu and see if I can discover a hot tip for you.
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the "nodes" are individual animations, the links are conditions from transitioning from one state to another. As far as I can tell, Unity NEEDS you to have a unique representation of every animation present in the Animator ??
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I think this is Blender documentation
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Lmao I can almost here the “AAAAAAA” in the first image.
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nope. it will always look like this. forever. when you get it "cleaned up and organized" it is really only waiting for a chance to mutate into spaghetti-mess again. This is why technical-animators and masochists can always find jobs.
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Does it support making pieces of what's shown into prefabs/functions? I'm ignorant to the animation stuff but the UE Blueprints comparison makes me hope that's a possibility.
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so I'm kind of new on some of these concepts, I don't use the animation state machine too often, but recently i've been poking around in state machines as a concept which seem relevant here? from my understanding of the concepts, I'd say that your states aren't generic?
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so the solution i'd recommend is a system to simplify it to like "gun shoot" "gun reload" etc that aren't weapon specific, and then a system that swaps out the assets that those are referencing? hopefully that helps?
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