I’m new to Unity’s animation system, so I was hoping to follow a few intuitive workflows to get a set of animations I’d made working right. I have one layer for a blink animation, another to add an emotion, and a third for the movement cycle. I don’t yet have a proper control scheme set up to test them as the rig is intended to be driven by a separate script.
The emotion layer is driven through the Motion Time parameter option with a float, and that value should be normalized to the time of the animation itself. 0 should be unhappy, 0.5 is neutral, and 1 is happy. Pretty simple. When that layer is set to override, it works fine. I need it to be additive, however, which bafflingly adds each state of the animation on top of each other. Every time I touch the float value, it adds that frame onto the already combined rig, making the character happier and happier and happier… until it curls back on itself in a broken mess of rig. It’s unworkable and nonsensical.
What am I doing wrong?
The entire layer consists of a default state driven by a Motion Time float. That’s all. The float is set to 0.0, and no matter what I set, the animation only moves forward infinitely, never back.