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Question by Pursmoking · Apr 29, 2013 at 05:47 AM · animationmouse

Animation AimUp & AimDown with the Mouse ?

help a beginner of a fps ....

why only 1 animation works =?

 function Start()
 {
      // First set both animations layer value to something different to each other. This allows you to play them both at the same time.
 
  animation["aim"].layer = 1;
 
     animation["dodge"].layer = 2;
  
     // Second set both their speed to 0.
     animation["aim"].speed = 0;
     animation["dodge"].speed = 0;
  
     // Thirdly play both the animations
     animation.Play("aim");
     animation.Play("dodge");
 }
  
 // Use the mouse input to set the normalized time of the animations to what you want. Something like this.
  
 var maxMouse : float = 366;
 
 function Update()
 
 {
 
     var newTimeAim : float = Mathf.Min(maxMouse, Mathf.Max(0, Input.mousePosition.y)) / maxMouse;
 
     var newTimDodge : float = Mathf.Min(maxMouse, Mathf.Max(0, Input.mousePosition.x)) / maxMouse;
  
     animation["aim"].normalizedTime = newTimeAim ;
     animation["dodge"].normalizedTime = newTimDodge ;
 }
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Answer by TonyLi · Apr 29, 2013 at 03:13 PM

It looks like you're trying to use additive animation with the legacy animation system.

Two points:

  1. Additive animations are based off of a non-additive animation, such as an idle or run cycle. You need to add a non-additive animation.

  2. You need to set the blend mode to additive. (Set the animation state's blendMode to AnimationBlendMode.Additive)

For more info:

http://docs.unity3d.com/Documentation/Manual/AnimationScripting40.html#Additive

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