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Question by HanadAA23 · Apr 08, 2018 at 03:10 PM · mechanimstandard-assetsstandard assetsblend treemechanim animation

Making an Attack Combo Blend Tree with the Standard Asset Blend Tree

I am using the standard assets 3rd person animator controller and the blend trees it has. It has 3 blend trees: grounded, airborne, and crouching. I am trying to make a 3 slash attack combo, each slash being a seperate animation that I got from mixamo pack, as a blend tree and attach it to the grounded blend tree in the controller. The goal is to play each combo animation at a left click within a short time period.

The problem I am having is making the combo blend tree and attaching it to the grounded blend tree. These are the kind of questions I am stuck on right now:

Which blend type should I use(1D, 2D, Direct)?
What transition parameters(float,bool,int,etc) should there be between the grounded and combo blend trees?
What should the parameters of the combo blend tree be?
Should the slash animations loop or not?
I also have animations for spell casting, should these be attached as separate states or in one big combat state along with the combo?
Any help with these questions or any other that relate to my problem would be great, thank you.

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