Hi guys, hi unity team.

I’m confused about the math formulas behind how unity calculate the interpolated motion on 2D blending types of blend tree.

As i want to do the seem for variables like vector3 to match the interpolated motion with an interpolated vector3.

Please Help with some clean and non-complicated math formulas.

It’s not a trivial calculation to write it as a formula. It’s based on a weighted average of the distance from your input 2D value to all the blendable 2D points, and then you combine their values according to those weights. The farther your input 2D vector is from a given blendable 2D point, the less weight it is given in the final mixture.

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Thank you for the answer, but how those weights are calculated.

Based on the distance between the input point and the closest motions.

How much motions to consider 3 or 4 or more…