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Question by seth_slax · Mar 11, 2017 at 04:05 AM · animationmecanimsync

Mecanim layer syncing and avatar mask syncing.

Hey everyone. I've used mecanim before for several different things and never had any problems with it, but I can't for the life of me figure out this problem.

I have a character that I modelled/rigged myself. It's imported into Unity with bones/animations and whatnot. As it's not a humanoid model (because of the way I rigged it), obviously I've had to do the avatar masking myself. My plans for it are to have a mask for the feet/body for main movement, and have a separate mask for the arms for various actions that need to be independent. For this reason, I've also separated out most of the animations. Currently, the feet/body have an animation for idle, walking and running. The hands also have animations for idle, but two animations each for walking/running (one with equipment and one without).

From what I understand, all I should have to do is create separate layers in mecanim and have them trigger at the same time to sync up the movement. My problem though is that I have no idea how to sync up the animations beyond that. For instance, if the player is walking and holsters the equipment, the hands do their thing then return to the hands_walking_uneqquipped animation, but that animation needs to be playing at the same time as the walking animation so the hands/feet move naturally.

All my animations that need to run in parallel are exactly the same length and made so that each playing on the same frame would be in sync, but I have no idea how to set the hands to start on the same frame that the legs/body are currently on.

Does anyone have any suggestions, or places I should look? I've been Googling all day and haven't found anything that isn't related to syncing multiple objects or ticking the 'Sync' box in mecanim, which is for completely different purposes.

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