#I mean I make one movement layer and one
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Base layer would have attacks
Additive layer would have movement
alternatively
Base layer would have movement
Additive layer would have attacks
Correction, I've been talking about additive layers but by that I mean partial override layer
with mask you mean? or with not 1 in weight?
Masking, or with keyframe data only for particular limbs
Avatar system lets you use masking, but I don't usually use it so my override animations only have motion for upper body (in case of attack override) or lower body (in case of movement override)
But masking is the same, right?
I think so
Wonderful! But why syncing layers though? That will not allow me to make a different looking tree in attack layer, so why?
Also, I just thought, if mask only has info for legs, how do I get hands and body from it when I want just run or just walk?
Syncing is necessary only when, well, syncing is necessary
I suggested it initally assuming that you'll be making separate moving animations for every weapon type as well
But override and/or additive animations eliminate the need for that
I'm not terribly familiar with it
It may still have some use here
For that you'd need unarmed moving animations that are in some way synced with the movement layer
Or if the weapons are the overrides, that happens automatically by not overriding
I don't think I understand why I need layers though. it allows me, movement layer, to for example idle attack or attack while walking or while running. but I don't want attack on walking or running
all I want are smooth transitions I think
I want smooth weapon transitions and, if possible, not super complex tree.
The idea is that I want each weapon to have its own moveset. But cannot grasp how to do it without hundreds of branches in one player controller. But as I understand, it is not possible to blend two animators
I don't know of a way
To blend them I mean
In any case you'd start with a list of all the necessary motions, then try to think about how many can play at the same time and which ones must/mustn't play at the same time
That gives you some basis of which animations might need to be separated by layer or to be in a blend tree
But for that you need to be familiar with the tools and concepts
it's just, this, on screenshot, is an example I want to expand and multiply by a lot, tree logic. And I don't think just branch on branch on branch is a good option. Is it really the one and only option?
I don't really see why multiple idle animations transition to different attack animations 🤔
I'm sorry, copied them in haste.. The logic was that each weapon has different attack choices and these choices have even more choices
But I want to have the possibility to have a weapon that has idle and standing for some seconds idle too I think!
This approach, to have all the weapons and their attacks in the same player tree just seems wrong
basically, if I rephrase, how to recreate devil may cry combat feel>?
I haven't played any of those games
Can't give you simple answers anyhow, each Animator should be tailored to a purpose
could you please watch this a bit? https://youtu.be/GlOh5tRH8qA?t=88
this one is even better I think. https://youtu.be/IHyTJMlZl-0?t=53
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I can't really tell you how to make specific systems as I said
But I can try to help you see what tools you have available
Okay, then may I ask, what techniques they used in these videos to achieve the result in your opinion?
for example, did they use root motion?
by techniques I mean tools
Maybe? Can't tell for sure without seeing the assets
Despite your interrogations I won't be telling you how to build your system, because a big chunk of the work is figuring out exactly that
Every animator setup I've seen that does something different has been wired differently
Okay, I understand! 🙂
There's probably animation setups exactly like your example available on the asset store or as github repos which you could make use of
yes, found such, and they use lots of lots of states
Lots of animations necessitates lots of states
It becomes a problem when the number of states interferes with transitions or blending, or if you find yourself using most of your time just setting up the transitions
There's ofc no guarantee that random animator setups you find are done professionally or even well, but as long as they work they have some value