Hi everyone, thanks for watching. Hope you found it useful. There are lots of different uses for animation layers in Unity, so it would be really interesting to hear what you're using them for 😊
IMO it’s better to use FSM either make calls to UI. This is not really scalable way to use animations. Anyway it’s a nice content you doing, thank you and hope your channel will grow :-)
Cool video! I find loopable animations from Mixamo usually loop perfectly already, without having to add a loop pose. For these I leave "Add Loop Pose" unchecked so no unnecessary intermediate frame between the last and first is created.
This is done with a BlendTree, with a "Speed" parameter and BlendTrees, with a "Health" parameter in Root BlendTree Motion, instead of MotionField, WITHOUT using layers!
@@KetraGames , layers is one of the tools that has a feature. Its function is to create a composition of several animations, such as a sword slash while walking. For blending animation we have trees. Yes, you can drive nails with a wrench, but a hammer is preferable.
Thanks. As is often the case there are multiple ways to do this. We went with layers as the syncing option makes it really easy. Wounded animations are also a use case of layers that is mentioned in the Unity docs docs.unity3d.com/Manual/AnimationLayers.html
animation architecture question. Lets say for instance, I have two movement modes. one for normal walking>jog>run>sprint based on character speed and input (sprint key, etc), and one combat ready stance when the weapon is drawn, with the same movements direction possibilities, just different animations. and I want to layer something else over both of those states, like say, an injured animation. Should i build the normal movement and combat stance blend trees on the same base layer and use a layer for the injured animation to influence them both? or should i make the normal movement on the base layer, and use layers for both combat and injured. would the injured layer be able to override the combat layer which is in turn overriding the normal base layer?
Ooooooohhhh! That's what I was doing wrong! I didn't know you had to have a similar animation on your new layer. I've been trying to get a base layer and a Casting layer to work together for a magic game and it wasn't worknig properly! I also didn't know you don't play the animation on your new laye,r you bump up the weight of that layer! Thank you!
How can I do this if I want my character to walk and block at the same time? Problem is, my block animation is on the Basic Layer along with the Movement Blend Tree and the attacks, is there a way to put the Block animation on a separate layer and make transitions from movement or attacks to that layer?
Ketra can you make tutorial on save kill enemies data like for ex I've 5 enemies in level if i kill one of them and then if I restart the application there should 4 enemies not 5 please make tutorial on this topic ❤️ Love this one ❤️❤️👍🏻👍🏻👍🏻
Thank you very much for such a useful tutorial! Could you tell me how to do this if I have Blend Tree with Idle, walk, and run animation? Is it possible?
Hi, yes it's possible with Blend trees. It should work the same way. Create a synchronised layer and change the animations in the blend tree. Hope that helps 😊