Few mecanim questions for anyone else trying to build CC’s around this system:
When I use a curve, the initial value for the initial frame is not what is represented in the curve itself. So if I have a curve like this: http://screencast.com/t/mhBThVo0F , @ time index 0 i’d expect to see a value of 0.015 here and NOT 0. Yet the curve, instead of having a specified value at a particular time index, appears to be “lerping” towards the desired value in the curve. I’m at a loss why you’d want this behaviour implicit but this is what i’m seeing: http://screencast.com/t/J0ZLhp5uMB.
So my question here is: how can we ensure a curve returns the absolute value at a particular index instead of some kind of lerped value?
Is there a way to have curves that are not floats? I mean, a bool curve would be quite desirable if you’re wanting to affect a state during the course of an animation. If course this can be hacked as I’ve attempted above with a float + comparison to 0f, but what about int’s or vector3s?
What about the current time in an animation clip vs it’s duration? I get that there may be layers and blending, but we must have some means of knowing where we are in the course of an animation state, otherwise how would ExitTime even be reliable?
Is there a means of knowing when a new animation transition has been made and the new state has just started up?
Ya, well look on the bright side - the Unity3D folks are moving faster than the speed of the interwebs ;). I feel like mecanim is awesome as a tool and subsystem - starting to have concerns on the API side however, it is looking very sparse … like for instance the whole IsName( ? ) vs earlier betas where you could just get the statename … I liked that approach more since it allows for substring matching instead of equality.
I have no bad things to say about Mecanim
Just struggling a little right now trying to figure things out since I am basically a beginner with all of this
It has only been since late August of this year I have been doing this stuff