This may be a fairly fringe feature request. That said: I’m currently looking at doing some procedural animation within Unity’s Playable system. I’ve started by blending several animations (really just key-frames) together. Seems to work well. Trouble is, when I try to blend outside the normalized range I get some unexpected behaviors.
I’m aware the documentation for SetInputWeight says “Should be between 0 and 1” however I don’t know of any mathematical limitation for this. If correct weights are set outside the bounds of 0 and 1 the animation should still look good.
I.E.
//alpha = -0.5f
//1.0f - alpha = 1.5;
posNew = pos1 * (1.0f - alpha) + pos2 * alpha;
posNew = pos1 * 1.5f + pos2 * -0.5f;
Should end up with a point that’s along the line but outside of the line-segment between pos1 and pos2. In this case it would be away from pos1 in the direction defined by the vector (pos1 - pos2).normalized.
It’s also possible Unity already does this and I’m making an error in my code.
Please let me know. Thanks!
Edit: Made changes to correct math