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The root will be translated based on your position, so you need to set a scale and bias, all others joints will be rotated based on your skeleton orientation. "
This is what I did, I created an empty gameobject, and simply assign the Nite.cs script to this gameobject, and then I specify each public var to corresponding "joint" from the soldier object. I attached an image to show what I got.
3. Since we are using the same Nite.cs script, I'm wondering do I need to specify corresponding "joints" also in the cube - Nite.cs? Basically the same thing with last step I did.
4. I did assign the smooth camera script to the main camera, but it turns out to give me back of the model all the times. How can I fix this? I attached what happens as well.
5. When I got all these done, and hit play, unity keeps giving me this error in the Nite.cs. I don't know how to fix this or what I did wrong.
Sorry to bother you with so many questions, I really really appreciate your help.