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Transitions within a blendtree
I currently have a simple Idle -> Run animator controller, where Idle is a state with a single animation and Run is a blend tree that will take forward/sideways velocity parameters and choose between 8 different animations:
I have "exit time" on the Idle -> Run transition disabled, but when I transition between them it still generates a smooth transition to any of the 8 possible animations in the blend tree. However, once I'm in the blend tree and modify the parameters, the animations have no transitions and appear very choppy.
Is there anyway I can preserve the smooth transition effect from within the Blend Tree? If not, what is the recommended approach for what I'm trying to obtain? Do I need to setup 8 different states, with each having 7 or more transitions? (This seems highly inconvenient so I hope there's something simple I'm overlooking.)
Update: It appears using Animator.SetFloat(string name, float value, float dampTime, float deltaTime) was the functionality I was looking for. I'm still curious if there's a way to achieve a similar result with a standard SetFloat call though (since I don't need to specify any manual damp time on other transitions).