How to make Base Layer Mecanim State Machine Behaviours not overidden
I have created a base layer for a character that is unarmed and a second layer that is armed. This works great. The armed version can't be synced as it used different animations than the base layer (like arming and disarming).
I have a third layer that is used for pointing the gun at an enemy and shooting, as ALL animation states (in the armed layer) can aim and shoot at an enemy.
The problem is that the highest layer (the aiming and shooting layer) completely overrides the state machine behaviours I have created in the lower layers even though I would like to use the lower layers as the aiming layer does not have any of the movement code. just the Aiming and shooting code with an avatar mask. I would like to use a specific layers state machine behaviours only. I was hoping if a layer didn't have behaviours, it wouldn't try to use any.
The only way I can think of making this limitation work is if I create animations for EVERY state, again...and I'd rather not do that.
Any thoughts would be appreciated :)
Your answer
Follow this Question
Related Questions
GetNextAnimatorStateInfo().taghash is always 0 1 Answer
Mecanim - Different postures depending on weapon, crouch or not crouch, etc. 0 Answers
Animator MatchTarget Problem On OverRide Animation Layer (Has GIF) 0 Answers
mecanim animation while bool=true? Problem: animation restarts every frame! C# 1 Answer