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January 10, 2013

Comments

Scott Petrovic

Great post. I actually didn't realize you could access the animations directly by calling Animator.StringToHash( "Layer.Animation" ). I was logging the animation state and assigning the hash manually. lol. For creating an avatar, one thing I found really helpful is to get an amature set up in your 3d package so Mecanim can automatically map all of the bones. Assigning all of the bones manually is pretty tedious. Keep up the good work!

Rafael

Seems Unity 4 is a great improvement over Unity 3. Think they definitely did a great job! :-)

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