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Question by youngapprentice · Jul 10, 2013 at 05:04 PM · animationmaskavatarmechanim

Mechanim Issue

All righty. Here goes nothin'

So! I am very familiar with Unity's original animation system and am trying to make the transition into Mechanim. So far, it's great! I'm just confused on a couple things.

  1. I see that you can create a separate animation layer and mask it. This would allow me to, say, both walk and carry somethingat the same time. Great! But why, then, if I can create Avatar Masks, would I have another option for a Transform Mask in the animations import panel? What do I use that for?

  2. I have two animations for my space ship currently. One is an Idle animation that simply translates one parent bone up and down. My other animation, the Hatch Open animation, swings open doors on the ship. I have the Hatch open animation set up in another animation layer with an Avatar Mask masking just those two bones, set to play when a Bool is set to true, and then play in reverse right after that finishes. Easy enough! My problem is that when I press play, the hatch is open! What's up with that? It looks as if the hatch automatically starts on the last frame of the hatch open animation! Could it be linked to the fact that I'm reversing it after it plays the first time?

Any tips on using Mechanim are absolutely accepted. I understand that it is a robust system and I would love to effectively use it to my advantage.

Thanks, all! - YA

BTW, I love how in the suggested tags section, it suggests that I add the tags 'Come Back' and 'Help Me Please' and 'Another Script'...

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avatar image youngapprentice · Jul 10, 2013 at 06:18 PM 0
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Also, is there a way for me to get an animation to play just once ins$$anonymous$$d of having to set a bool to true and then somehow setting it to false later?

avatar image Griffo · Jul 10, 2013 at 06:37 PM 0
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This is how I play a animation only once .. yield waits for 1 frame then sets the boolean to false.

 anim.SetBool("Reload", true);
 yield WaitForSeconds (0);
 anim.SetBool("Reload", false);
avatar image youngapprentice · Jul 10, 2013 at 09:30 PM 0
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Hey, that worked really well! Thanks for that! Any insight about the transform mask on import or the weird effects other animations have on non-keyframed bones?

avatar image youngapprentice · Jul 21, 2013 at 12:35 PM 0
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No joy? I let this thing cook for a while and got nothing. Is there something I am wording incorrectly?

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