How can you blend between two playable assets?

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I use timeline to build up my skill resources, so I can define some custom function like “rotate to target”, “attack window” and so on
But when there goes a combo, like SkillA to SkillB, I don’t know how to make these two animations blend, the SkillB just animated suddenly after SkillA finished, how do you guys fix this problem?

I would also like to know. Especially for action oriented games, I’d like to streamline my particle effects with my sword slashes. While timeline has allowed me to do so and very efficiently, I can’t seem to get 2 playableassets to blend with each other. I’ve seen various threads dating back to 2018 saying this feature was being worked on with no word since.

Here’s a script that let you set the timeline’s animation weight. This only applies to animation, you can’t blend other kinds of playableAssets.
TimelineAnimationWeightSetter - Github (only the TimelineAnimationWeightSetter.cs script is needed)
You can blend between 2 Timeline Animations by easing the second timeline’s weight from 0 to 1.

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That’s pretty Interesting! I’m going to give the code you linked to a try.
Thanks!

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Just wanted to stop in and say I tried to make a sort of PlayablesAnimator manager, where I used 2 directors and a coroutine to try and blend them by setting the weights. It sorta worked, but ended up being more work than what it was worth.
For my project, I think I’m going to continue forward with using animator and instead try to make my own tool to preview and activate particles with animations. I’ll do camera work with clever tweening or something.The TimelineAnimationWeightSetter script is still pretty handy though since I can use it to blend my finishing moves back to the animator.

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I ended up making my tool.
Took a little bit of time and research but it’s essentially doing what I want.

https://www.youtube.com/watch?v=Q_tb1XLi63A

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