I'm new to Blender.
Basically, I am trying to create an animation where 2 characters shake hands. And I want to export this to Unity for game development.
When I'm thinking about this task, I am assuming that I will export a single .fbx file that includes 2 characters, in which there will be 1 single animation that includes both characters shaking hands with each other. I assumed so because I thought it'd be stupid to animate them seperately.
The workflow I used is as followed in Blender:
- I open Action Editor and create a new action called "Shake_Hands"
- In this newly created action, I select and pose BOTH characters respectively as key frames.
- Once I nailed down all key frames, I have a simple animation.
Then there's something really weird and counterintuitive I think.
I expect this action belongs to both characters. However, when I click on the NLA panel, I realized this action belongs to 1 of the character rig. This "Shake_Hands" action is under the "Character A Rig". And I couldn't find the other rig in the NLA panel.
But when I click on any bone of the other character and enter pose mode, I can see the key frames that I just created... This is very baffling.
Can somebody please explain why this is happening? If not, can you please tell me the best practice for creating interaction animations between multiple characters? What is the standard way of doing it for game development?
Thank you very much in advance!