This query has more do with skillsets than Adventure Creator itself, but since Chris is experienced with animating in Blender, and Blender seems to be a common tool among indie developers, I thought this would be a good place to ask.
I've been switching over from Maya to Blender for all my future 3D needs, and was wondering what a recommended animation pipeline for Unity development would be. I've been going over tutorials and it looks like a common practice is to store all the animation clips inside the NLA Editor of the main Blender model (as opposed to Maya, where I reference models and save animation in separate files.) But is storing all my game animation inside one character file a recommended practice? I imagine down the road, my player character would have hundreds of animation clips and I wouldn't want to load them all in every scene.
When organizing and exporting character animation with Blender, what is your preferred method?
Comments
Ideally the character model in the animation holder file would actually be linked back to the original file, rather than a straight copy. You really want to link as much as you can - but in my own tests I've found that Unity doesn't like importing that for some reason. Things may have changed, since then, so it's worth trying.