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Question by haimmoshe · Aug 31, 2017 at 09:09 PM · c#script.blend treeblendblendtree

How can i access blend tree in animator controller from script ?

It's not my own animator controller. And when i'm getting to the blend tree i don't see any parameters for it or/and variables to use from a script.

Animator controller

When i make double click on the Grounded i'm getting to this:

Blend tree

For example i want to make a combination of walking and idle. So if i press on the key W the character will walk and then when i leave the W key it will slowly change to idle. And same from idle to walk.

In my script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CC : MonoBehaviour
 {
     private Animator _anim;
 
     private void Start()
     {
         _anim = GetComponent<Animator>();   
     }
 
     void Update()
     {
         var x = Input.GetAxis("Horizontal");
         var y = Input.GetAxis("Vertical");
 
         Move(x, y);
     }
 
     private void Move(float x, float y)
     {
         _anim.SetFloat("", x);
         _anim.SetFloat("", y);
     }
 }
 

Do i need to add on my own some parameters to this blend tree like in the tutorial in minute 4:03 ?

blend tree

blend001.jpg (358.2 kB)
blend002.jpg (360.2 kB)
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avatar image haimmoshe · Aug 31, 2017 at 09:45 PM 0
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I clicked on Parameters and see them now:

Parameters

So the script part in the $$anonymous$$ove method is like this:

 private void $$anonymous$$ove(float x, float y)
     {
         _anim.SetFloat("X", x);
         _anim.SetFloat("Y", y);
     }

But when running the game and using W,S,A,D it does nothing.

And then what i want to do later is when i press on W for walking if i leave the W key that it will slowly smooth change from walking to idle animation. Same from idle to walk.

blend003.jpg (394.7 kB)
avatar image haimmoshe · Aug 31, 2017 at 10:04 PM 0
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Or maybe i should make my own animator controller from zero like in the tutorial ?

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Answer by JaviTheGreat · May 22, 2020 at 01:02 AM

Yes, you access a BlendTree inside an AnimatorController.

Let's say you just have a state with a blend tree on the first layer. Then if you have access to the AnimatorController, then...

You can access the root stateMachine of the a layer like:

 var rootStateMachine = controller.layers[0].stateMachine

Then you access an AnimationState like:

 var stateWithBlendTree = rootStateMachine.states[0].state

Finally, you can access the blend tree like:

 var blendTree = (BlendTree)stateWithBlendTree.motion;

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avatar image Padzz · Jul 18, 2020 at 01:15 PM 0
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can you please add me in discord and tell me more about this : Pads#0443

avatar image DSivtsov · May 25, 2021 at 11:39 PM 0
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It's a absolutely worked solution, based on it I get the motion parameters for Player controller script for "Blend Tree 1D with two motion"

             //Motion "Walk"
             MaximumWalkSpeed = blendTree.children[0].threshold;
             Debug.Log($"{blendTree.children[0].motion.name} - threshold={MaximumWalkSpeed}");
             //Motion "Run"
             MaximumRunSpeed = blendTree.children[1].threshold;
             Debug.Log($"{blendTree.children[1].motion.name} - threshold={MaximumRunSpeed}");


P.S> For receiving the AnimatorController from Animator I use the following code

                 void GetWalkRunSpeedFromBlendTree(Animator usedAnimator)
                 {
                     RuntimeAnimatorController runtimeController = usedAnimator.runtimeAnimatorController;
                     if (runtimeController == null)
                     {
                         Debug.LogErrorFormat("RuntimeAnimatorController must not be null.");
                         return;
                     }
                         AnimatorController assetAnimatorController =UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEditor.Animations.AnimatorController>(UnityEditor.AssetDatabase.GetAssetPath(runtimeController));
                     if (assetAnimatorController == null)
                     {
                         Debug.LogErrorFormat("AnimatorController must not be null.");
                         return;
                     }
         //... other code
         }

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Answer by cgarossi · Sep 01, 2017 at 07:34 AM

You don't access blend trees directly. You adjust parameters on the Animator controller (as you would normally using _anim.SetFloat() etc) and the blend tree does the rest.

The blend tree blends animations according to a parameter value.

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avatar image haimmoshe · Sep 01, 2017 at 07:58 AM 1
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And how can i access/use this blended animations ?

avatar image haimmoshe · Sep 01, 2017 at 08:05 AM 0
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I asked this since this because the answer i got here: http://answers.unity3d.com/questions/1401100/how-can-i-switch-smooth-between-humanoidwalk-and-h.html

smooth

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Answer by NatCou · Mar 27, 2019 at 06:40 PM

Maybe you could try blending the animation? https://docs.unity3d.com/ScriptReference/Animation.Blend.html

    if (GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).IsName("TallPerson"))
         {
             personAnimation.Blend(anmName, targetweight, fadeLength);
         }


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