===== Animation Types ===== Unity currently ships with 2 types of animations, commonly known as //Legacy// and //Mecanim//. They both have ups and downs when it comes to use them on Unity in general, so here is a little Pros and Cons from both types and how they can affect your work with UFE. {{ :animation_types.jpg?nolink |}} ---- ==== Mecanim ==== **Pros:** * With the use of a global humanoid rig system, you can virtually have any animation on any humanoid model * Has an automated mirror system (better processor usage and no texture glitches when mirroring characters) * Lots of extra options when it comes to minimal adjustments such as small rotation errors and root position in the //Animations// tab **Cons:** * Each animation has to be carefully adjusted in the Animations tab of the FBX file, as they can suffer rotation and position errors during conversion to [[http://docs.unity3d.com/Documentation/Components/class-Avatar.html|Humanoid]] rather frequently ---- ==== Legacy ==== **Pros:** * Easier to import to Unity * Better if you prefer having full control of your animation outside of Unity **Cons:** * The mirror approach used by UFE is not the best suited for complex model characters. Some normal textures might suffer visual glitches when crossing sides * Because there are no tools to edit your animations you are highly dependable on its imported transform definitions * Does not interact with other humanoid rigs unless its the exact same bone structure ---- [[character:movesets|< Back to Character Editor - Move Sets]]