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Question by Hedonsoft · Jul 27, 2015 at 04:22 AM · animatorik

How can I lerp animator layer weights in/out?

My player's arms snap into place when the aim key is pressed. How can I use lerp to increase or decrease the upperbody's weight so his upper body doesnt just snap into position but happens more gradually?

  void Actions()
     {
         if (Input.GetKeyDown(KeyCode.F))
         {
             aim = !aim;
             if (aim == true)
             {
                 anim.SetLayerWeight(1, 1);
                 aimik.solver.SetIKPositionWeight(1);
             }
             else
             {
                 anim.SetLayerWeight(1,0);
                 aimik.solver.SetIKPositionWeight(0);
             }
         }
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Answer by TheDevGuy · Nov 30, 2015 at 09:10 AM

@Hedonsoft

I know this thread is a few months old

but, all that needs to be done is to call the 2 functions to so that you can swap between them.

Also, this is applying to layer 1 of the animator. The indexes start from 0 and go up so basically im lerping from the base layer to the next layer.

http://docs.unity3d.com/ScriptReference/Mathf.SmoothDamp.html

http://docs.unity3d.com/ScriptReference/Animator.GetLayerWeight.html

http://docs.unity3d.com/ScriptReference/Animator.SetLayerWeight.html

These links will help you better understand what is going on.

 using UnityEngine;
 using System.Collections;
 
 public class SetLayerWeight : MonoBehaviour {
 
     public Animator animator;
     public float smoothTime;
     private float yVelocity = 0.0F;
     private float currWeight;
     
     public void Update()
     {
         currWeight = animator.GetLayerWeight(1);
     }
     
     
     public void UnarmedActive ()
     {
         float startWeight = Mathf.SmoothDamp(currWeight, 1.0f, ref yVelocity, smoothTime);
         animator.SetLayerWeight(1, startWeight); 
     }
     
     public void UnarmedInactive ()
     {
         float endWeight = Mathf.SmoothDamp(currWeight, 0.0f, ref yVelocity, smoothTime);
         animator.SetLayerWeight(1, endWeight); 
     }
 }
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