1 hour ago, tyree said:you dont seem to realize this. but giving an object physics turns it into nothing more than a life less block. being moved by math. and that is, what it looks like to the viewer. life less math. that resembles animation in no way. realism has no place in animation. unless your doing a simulation. but a simulation is not animation. architects simulate buildings, lights, weather. when someone tries to recreate an accident. they duplicate/simulate everything to be as real as possible. but that is the absolute, complete opposite of animation
Thanks for the viewpoint.
Specifically, how would you synchronize the walking / idle / running / jumping animation so that it looks smooth with the location of the avatar. I use physics and blending. How would you do it? Translation? A combination of physics and translation?
I've done non-physics controllers as well...
https://answers.unity.com/questions/282687/which-is-better-for-player-movement-physics-or-tra.html
Thanks