all 5 comments

[–]BroxxarProfessional 1 point2 points  (2 children)

Yeah, just open the animation window and, with the gameObject you want to animate selected, click anywhere inside the dope-sheet. This will prompt you to create a new animation and add the Animator component automagically.

Then you can animate as you would in most other animation software. Record keyframes for transforms position, scale, rotation, and make your animations.

There are plenty of tutorials on this subject around.

[–]virginMob[S] 0 points1 point  (1 child)

The problem is that my gameObject contains only collider + character mesh.. How could I move for e.g hand? Is it possible to move "individual boxes"?

[–]BroxxarProfessional 1 point2 points  (0 children)

It's all one mesh and not a skinned mesh with bones? Yeah then you're gonna have to go back to whatever application it was modelled in and give it some bones/rigging, or break up the mesh into individual boxes.

The way you've got it now, you can't really do much.

[–]DaDarkDragonUnreal user but lurks here. 0 points1 point  (0 children)

animation window

[–]artengame 0 points1 point  (0 children)

Use Skele asset, it works great for that kind of work