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Trouble with animations.
So after doing some research on this I was told that I needed to have my animations layered, so that more than one could be used at a time. The point in my game is an 3D Action RPG which requires constant movement and other animations, my problem is this.
My Character Controller script and Camera script are both custom, and in those scripts I have it set so that if the player is moving, than it will play the walking animation, and if it's not it will play the idle animation, I did this through means of the CrossFade function, so what ends up happening is.
In my combat script I have it set up to use the attack animation on mouse-press, so when the mouse button is pressed down it should play out the attack animation, using animation.Play(String), although it does not matter which method I use i have to mass-click the mouse to get the animation to play through and it's choppy, I'd like one fluid motion, I can understand animations conflicting, such as walking and attacking at the same time, which is fine and understandable, Although, how would I go about stopping the Idle animation, or over-riding it so this one has priority? Thank you.
$$anonymous$$ake sure that you've used Add$$anonymous$$ixingTransform() on your animations. Your animations will easily override each other if you didn't, especially if you're telling the game to stop one and start another fairly rapidly.
Also, you mentioned animation.CrossFade. I remember a few months ago that doing animation.CrossFade was working with multiple animations, but now I have to rely on animation.Blend which is different, but it SHOULD give you the effect that you desire-- especially if you added mixing transforms to your animation clips/states.
I can clarify if this is your issue, but honestly just taking a shot in the dark.
Thanks for the information, I'll have to look into using Add$$anonymous$$ixingTransform a bit more as I have no idea about the animation API, I just know about Play and CrossFade, lol.
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