#I mean I make one movement layer and one

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finite perch
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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

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Correction, I've been talking about additive layers but by that I mean partial override layer

molten cliff
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with mask you mean? or with not 1 in weight?

finite perch
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Masking, or with keyframe data only for particular limbs

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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)

molten cliff
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But masking is the same, right?

finite perch
molten cliff
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Wonderful! But why syncing layers though? That will not allow me to make a different looking tree in attack layer, so why?

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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?

finite perch
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I suggested it initally assuming that you'll be making separate moving animations for every weapon type as well

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But override and/or additive animations eliminate the need for that

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I'm not terribly familiar with it
It may still have some use here

finite perch
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Or if the weapons are the overrides, that happens automatically by not overriding

molten cliff
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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

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all I want are smooth transitions I think

molten cliff
finite perch
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I don't know of a way

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To blend them I mean

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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

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That gives you some basis of which animations might need to be separated by layer or to be in a blend tree

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But for that you need to be familiar with the tools and concepts

molten cliff
# finite perch To blend them I mean

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?

finite perch
molten cliff
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But I want to have the possibility to have a weapon that has idle and standing for some seconds idle too I think!

molten cliff
molten cliff
finite perch
finite perch
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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

molten cliff
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for example, did they use root motion?

finite perch
# molten cliff for example, did they use root motion?

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

molten cliff
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Okay, I understand! 🙂

finite perch
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There's probably animation setups exactly like your example available on the asset store or as github repos which you could make use of

molten cliff
finite perch
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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

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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