I have a model with an Idle animation set as her default state, she idles when the scene loads, this works fine. I have a Blend Tree transition that has a Speed parameter that says:
Motion Threshold Speed
1. Idle 0 1
2. Walk 8 1
3. Run 16 1
When her speed is 8 she walks, if its 16 she animates as running, and if shes standing still she idles, everything works fine…2-5 seconds after the scene loads.
As soon as I hit play shes in her default idle state and if i walk around shes in idle for a few seconds and then she’ll start walking like normal. I have the PlayerAnim.GetFloat(“Speed”) printing out in a GUI.Label so I can see the variable, and its 8 as soon as I start walking but she remains in her Idle animation state for a few seconds. I have NPC’s using a similar setup and they work pretty well, they fall into the scene in the “default” muscle pose then start walking about a quarter second later. (Wish they’d drop in as the Idle animation, but that won’t work either)
Anyone know why the animation takes so long to “kick in” like it is? I only have the one animator on the player model as well.