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Question by Misscelan · Dec 02, 2013 at 10:17 AM · animationcrossfadeblend

Animation.Play blends previous animation

Hi all,

I'm having a strange problem trying to play one animation. I'm using animation.play, that as far as I know should by default stop all the animations on that layer, however the animation doesnt play fully and I can see that is still crossfading some info from the previous one.

This is the code that use to play the first animation

 animation.wrapMode = WrapMode.ClampForever; 
 animation[animationName].speed = 1.3f;
 animation[animationName].weight = 0;
 animation[animationName].layer = 0;
 animation.CrossFade(animationName, 0.3f);

And this is how I play the second one:

 animation[animationName].layer = 0;
 animation[animationName].weight = 1.0f;
 animation.Play(animationName);

How is it possible that the second one still crossfades something from the 1st one?

Thank you very much in advance for your help!

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Answer by el-santia93 · Dec 02, 2013 at 11:20 AM

put them on different layers....might work

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avatar image Misscelan · Dec 02, 2013 at 03:45 PM 0
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Thank you for the reply, unfortunately if I set the layer of the second anim to 1 I get the same results :(

avatar image Misscelan · Dec 02, 2013 at 08:58 PM 0
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Update on the above, I tried the following but I'm always getting the same result:

-blend weights set to 4 bones in the quality settings

-setting the layer of the second anim to 1

-Setting keyframes for all the bones for all the frames of the second animation in blender

-baking the f-curves of the animation in blender

-Deactivating the keyframe reduction in unity

Is there anything you can think of I might be missing?

Thank you very much in advance

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