I have been trying to override the animations on the legs of my character using animation layers, but the animation from the base layer runs even though the second layer is working perfectly.
I have searched for an answer to no avail, are there any common mistakes associated with this?
Are you using the Pro Version, and are you referring to Synced Layers? If you are not using Pro, and are referring to Sync Layers (the abilitly to share StateMachines between multiple Layers), that is a pro-only feature. Otherwise, I have no help, sorry.
sorry, iām not referring to any Pro features such as sync or curves. I have added a second Layer (after the base layer) with a body mask of only the legs. The stae machine in that layer works as I want, but the animation does not override the base layer.
Indeed - it is quite annoying. They mentioned toward the end of last year that āsoonā we would be able to set the layer weights directly in the GUI. Obviously that hasnāt happened yet
Thanks so much! This saved me a lot of time. I fiddled around for about 15-30 minutes. I then look on the forum, and here it is. The layer weight should be set to 1 by defaultā¦
Still having this issue: my upperbody mask has only arms selected, etc. However, once I play the full body applies the animation. If I change from Override to Adaptive, it works but the animation has unexpected behaviors.
In the code I have setup that when you press a key the LayerWeight is set to 1f for layer 1.
pAnimator.SetLayerWeight (1, 1f); BaseLayer has weight 1 in the editor by default, and you cannot change that.
Maybe this can help you:
I had same same problem because I made a mistake on dragging the Idle animation to āNothingā state producing unexpected behaviors. The āNothingā does not have to be set with any motion.