#Smooth transition between clips of differing lengths
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Is the issue clear?
And if so has anyone an idea on how to do this?
Smooth transition between clips of differing lengths
I'd say a blend tee
Thing is I will want to have a transition animation Between B C and stuff like that and that won't be possible with a blend tree sadly afaik
plus it's not behaving how I want anyway ><
How does it not?
When the blend tree transitions from idle to walk for example, it will not restart the walking animation from frame 0, it will just take it wherever it was left
which I don't want
I've made the walk animation the it transitions nicely from idle if it starts from the beginning
All animations in a blend tree are synced, but iirc start from 0 when you transition into the blend tree
So you don't have to have idle in the blend tree if you don't want that behaviour
I could try that I guess
But for you ask I think you will have to use a script with
https://docs.unity3d.com/ScriptReference/Animator.CrossFade.html for a custom transition
but the blend tree also does not synchronize well the two walking animations due to their differing lengths
Storing the normalized time of the walk state and then passing it as normalizedTimeOffset
oh interesting
I'll look into that
Was kinda looking for a way without scripting but oh well
if I can't cut it
It is designed to be capable of that, at least
The animations can be of different lengths as long as the step cycles match in normalized time
The differing speeds are interpolated to match
they do, it's the objective, but some reason the feet do something weird sometimes
like it doesn't switch at the right normalized moment
That seems like something to look into more closely
If you can show the weirdness, and the different moving animations alone I may be able to give more ideas
i'm gonna try with whar you suggested and let you know
Would it be possible to have a different transition from the blendtree to idle depending on which blendtree anim was playing?
I have adjusted the blend tree according to your suggestion and it seems to do the job for now, thank you
there's a weird jump at times but it might be one me
(it's 2d frame by frame animation btw)
That's pretty important thing to note since blending isn't a thing at all for sprite/flipbook animations
But the syncing part should still work
Because the parameter that you use to drive the blend tree will determine what animation the blendtree will be playing, you can use specific values of that parameter as a condition in a transition