2D Blend Trees: Linear speed and turning, how can i make this work?

Hi all .i’m trying to make a 2D blend tree, where the vertical axis represents a linear animation (walk/sprint/etc) and the horizontal axis represents a direction. I have two little turning on the spot animations that seem to blend quite well with the movement, and i cna make the wolf slowly walk in a circle, it looks neat.

The problem, in both testing and practise, is that i can’t get the angular nodes to trigger at any decent speed. On the little testing window, whenever the red dot is moved too far (vertically) from either turning node, the turning animations stop blending and it just runs forward.

This doesn’t really make sense, i was under the impression that they’d be active or not based entirely on the horizontal axis, and not on the vertical one.

Here’s a little example: (it’s a large gif, click:)
https://drive.google.com/file/d/0B0aQOsW6nXKgQ1NJVjk1dFRCaE0/view?usp=drivesdk

The two centred nodes are walk and run respectively, their values are 2 and 5, which seemed like decent m/s thresholds for those animations.
The nodes on the left and right, are the turning animations, they are on positions -1 and 1 on the directional axis.

As can be seen in my example, the influence of the right turning node decreases as i move the red dot upwards.
I would expect it to be at full influence when the direction axis is >=1, regardless of the speed (vertical) axis

How can i get this to work like i expect? Am i using this wrongly?

anyone?

Same problem here! Hope we get any info.

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Have you ever tried doing this before? I remember doing it in the stealth demo project while i was learning unity. It worked fine then, but the character had a very narrow range of movement speed so maybe the problem just wasn’t as obvious

The documentation recommends using Freeform Cartesian as the type of tree for this particular purpose. I’m wondering if it’s working as intended.

It would be great if @Mecanim-Dev could chime in, and let us know if this is expected behaviour or not.

The Freeform Cartesian style blending has rarely been useful for me. Try sticking to the standard 1D. Split your left/right and forward/back movement.