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
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
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.
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.