Hi guys!
Just wanted to point you guys to a very simple example project that shows the power of playables…
http://files.unity3d.com/pierrepaul/AnimatorControllerPlayableExample.zip
So as I hope you already know, the Playable API allows you to create animation mixing graph with AnimationClips and AnimatorControllers. Yes! you read it right, you can mix AnimatorController ( ie StateMachines!)
In my example, I wanted to show 2 things:
1/ How to create a Custom Playable that handles transitions between AnimatorControllers. Just look at
class AnimationTransitionPlayable : AnimationMixerPlayable
in PlayableHandler.cs
2/ That with AnimatorControllerPlayables, you can make it that the Props are “telling” the character how to use them.
In this example, you see that the “weapon” has a refence to an AnimatorController that has retargetable clips that animates the player that will use the weapon. This is very powerfull when you want to keep your controller as small as possible, or for DLC …
What do you think of this ?
You can find the docs for Playable right here