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Question by Discipol · Aug 28, 2015 at 11:16 AM · animation2danimatormecanimanimator controller

How do I construct my animation state machine this way?

I used to have this schema: alt text

But its getting bloated and I am going to have a very messy and spaghetti shaped graph of state-to-state. What I want to do is reshape it so Any State goes into one of these states. My problem is that the Standing state which is a loop, interrupts itself. All animations should loop if their associated condition is true. I set those properties in a fixedupdate so the left side reflects the animation that is played.

For example, if the character is falling, IsFalling will be true. If the character has jumped and is going upwards, IsJumping is true and HasJumped is true. When he starts to descend, HasJumped and IsFalling will be true. When the character hits the ground, IsStanding will be true and everything reset to false.

My problem for this post is, the Standing loop (for example) is interrupting itself, and basically its frame 1 all the time. Please help me fix this. I have searched google but the terms I am using are very broad and lots of non-related hits bury what I really need. Thank you! alt text

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