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Question by Razputin · Sep 08, 2017 at 07:41 AM · animationchild objectblendingblend treehitbox

Can you animate childs transform while blending parent?

I have a player with a hitbox child that changes its position frame by frame as an attack is being performed. It works fine when it's only on one animation but when I apply it to the up down left and right animations it blends the four transforms of the hitbox together (Or at least I think that's what it's doing).

I Just learned about blend trees today and find them very useful but Is it not possible to use this kind of hitbox whist having the animations within a blend tree?

Thank you!

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avatar image Razputin · Sep 08, 2017 at 05:46 PM 0
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Bumpinnggg.

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Answer by Razputin · Sep 09, 2017 at 05:20 AM

Okay so it turned out to be a coding issue, this was causing the problem.

           x = Input.GetAxis("Horizontal") * player.moveSpeed * Time.deltaTime;
             y = Input.GetAxis("Vertical") * player.moveSpeed * Time.deltaTime;
  
             transform.Translate(x, y, 0);
  
             if (x != 0 || y != 0)
             {
                 anim.SetBool("Walking", true);
                 anim.SetFloat("XInput", x);
                 anim.SetFloat("YInput", y);
             }
             else
             {
                 anim.SetBool("Walking", false);
             }
  

  This is what I had, and the reason it wasn't working was because since the axis values weren't raw the animation was getting inputs of like 0.06 on the x and y axis which means that the box collider WAS moving but it was an extremely small amount. It needed to be getting a straight -1 or 1 to move all the way so I changed everything to raw and made the floats of the animator also get raw inputs.

             transform.Translate(Input.GetAxisRaw("Horizontal") * player.moveSpeed * Time.deltaTime, Input.GetAxisRaw("Vertical") * player.moveSpeed * Time.deltaTime, 0);
  
             if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0)
             {
                 anim.SetBool("Walking", true);
                 anim.SetFloat("XInput", Input.GetAxisRaw("Horizontal"));
                 anim.SetFloat("YInput", Input.GetAxisRaw("Vertical"));
             }
  
 
 
 
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