blending between static poses

is there a way to cossfade between static poses in mecanim? can it be done in playables?

I remember not very proper if doing transitions between one-frame anim states.
offset is doable on second anim, I think I haven’t tried crossfadeing to self with offset.

let’s say there’s 3 poses
8199540--1069449--pose1.jpg 8199540--1069452--pose2.jpg 8199540--1069455--pose3.jpg
what would happen if put on a 1D blend-tree? would that transition alright?

I’m just thinking what would be the best approach

okay, I can answer the blend-tree thing. it doesn’t work
8199540--1069464--poseseqbt.jpg

update 2
seems like mecanim doesn’t even play one-frame animations

update 3
the more I think about it the best is to save rotations into arrays
and slerp between them manually (probably gimbal lock avoidable by choosing sensible poses)

Not sure if helpful, but I always have to animate two frames to get poses to work, I then set the playback speed to 0 on my blend tree, so it only uses the first frame, and then I can blend between them as expected.

right, I haven’t thought of making the one-frame animations into longer animation.

that’s wild though, that if speed is 0, the blend works.
you mean humanoid animations or else (e.g. .anim made in animation module)?

Yes, I set the speed of the main Blendtree to 0, so that all the poses in the blendtree stay static, I use a float parameter to animate between them.

And yep, for Humanoid animations, So for example I have a SitPose Blendtree, it contains half a dozen different Sitting Poses, I have a PoseIndex float parameter, I randomly allocate a value when an NPC sits down, so every time a character sits, a random sitting pose is chosen, I then increment or animate that PoseIndex value over time to have characters animate their sitting position. I do similar things for standing/leaning etc. Being able to blend between poses, creates much more variation than just the pose itself.

I have an animated masked layer underneath that has several idle and breathing animations so that the NPCs are always breathing or have slight movements in combination with their various poses.

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