04-30-2016, 03:40 PM
They're done on-scene, in-engine with Mecanim. But I prefer to type in my rotation values manually rather than rotate them using the gizmos. The rotations go to hell when I do that. 
I'm working on the animator states right now, setting up his Grounded states. I have a nesting chain of Sub-State Machines that control each action: attacking, running, walking, braking, idle, etc. I'll do ground stuff before starting jumping and aerial stuff, and once most of Mario is done, I'll get started on programming his props and effects.
I fixed my animation issue that caused errors, and I coded Mario to be able to transition randomly from Wait1 to Wait2/3 and then back. I also implemented a very rough movement system for when the left joystick is pressed.

I'm working on the animator states right now, setting up his Grounded states. I have a nesting chain of Sub-State Machines that control each action: attacking, running, walking, braking, idle, etc. I'll do ground stuff before starting jumping and aerial stuff, and once most of Mario is done, I'll get started on programming his props and effects.
I fixed my animation issue that caused errors, and I coded Mario to be able to transition randomly from Wait1 to Wait2/3 and then back. I also implemented a very rough movement system for when the left joystick is pressed.