Reply To: Baking Into Pose and Specific Animations

Forum Archive Baking Into Pose and Specific Animations Reply To: Baking Into Pose and Specific Animations

#29406
Jonathan Gonzalez
Participant

    Red/Yellow/Green lights means how well it will loop for that particular axis. So if it’s green it’ll loop perfectly, yellow means it kind of loops and red means it doesn’t loop at all. Baking poses essentially allows you to override the orientation of the animation clip, so that the physical player controls the orientation.

    For the front flip transitions that would require controlling when the blending would happen. So if he was to front flip after running for a set time, you’d need to ensure it would go from walk to run, then to running flip. If the animations you’re blending are vastly different in movement it’ll look off when you try to blend them. Unity will do it’s best to blend but providing ideal animations to blend is key.

    I’m not sure if you can utilize exit time with blend trees as I’ve never used that. Most of the time blend trees are used for general movement, where as the front flip I’d see as a very unique animation and I’d use that as it’s own separate animation state. From there you could transition in and out of the 1D blend tree state to the front flip based off a parameter, then back to the blend tree once the animation has finished.