So I’m having a bit of trouble with getting animations to blend together. Right now I’m blending the second animation like this:
animation.Blend("secondanimation", 1f, 0f);
animation["secondanimation"].blendMode = AnimationBlendMode.Additive;
This works really well, but when the first animation stops, the second one breaks outright. At the risk of overly simplifying the issue, is there an easy way to use additive blending for animations and not have them break when there are no normal animations playing?
Here’s what happens right now: 1. At 5 seconds, the second animation starts playing (the eyes move). At 11 seconds, the base animation stops. As you can see, it starts doing very strange things to the additive blended animation.
I’m not sure if I’m doing it wrong, or I’m missing something simple. There are a couple solutions that I could think of, like blending with an always running ‘idle’ animation, or keeping track of animations and shifting blending types, but neither sound like very good solutions. Are there any other ways to make it work well?
Thanks for taking time to reply. The type of animation blending I plan on doing isn't really too complex, although using layers would probably help out a fair bit. I ended up using Blend for my test since it's the only one I got working, but using layers should work. When I tried it, it would just tend to overwrite the base animation or break, but I have a feeling I was just not using the correct combination of settings. I guess in all cases though, I'll need a looping base in order to make proper use use of blending. Thanks for the help. :)
– DoddlerThe three ways of "blending" are 1) Additive, which requires another, which may as well be looping; 2) real blend, by setting weight of upper to <1, which is pointless without a base, which may as well be looping, and 3) partial (AddMixingTransform,) which is fine with no base, but then the rest isn't moving, so why not have a base..
– Owen-Reynolds