Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by CubePhysics · Mar 21, 2014 at 10:23 PM · animationattackmeleeblend

2 Animations At once

I want to play 2 animations at once so the arms play the melee attacking animation while the body plays the animation it was normally doing (standing or running etc.). I think i have to use animation.Blend but i havent a clue how it works. Here is my script:

     public GameObject player;
     public float turnSpeed = 1.0f;
     public float time = 1f;
     public float speed = 1f;
     public GameObject Leg;
 
     // Use this for initialization
     void Start () 
     {
         animation.Play("Standing");
         animation["Jump"].speed = 1.15f;
         animation["Falling"].speed = 0.42f;
         Screen.lockCursor = true;
     }
     
     // Update is called once per frame
     void Update () 
     {   
 
         if(Input.GetMouseButtonDown(0))
         {
 
 
         
         }
         player.GetComponent<CharacterController>().enabled = true;
         {
             if (animation["Jump"].enabled == false)
             {
                 
             }
         }
 
         if(Input.GetKeyDown(KeyCode.Escape))
         {
          player.GetComponent<MouseLook>().enabled = false;
          maincamera.GetComponent<MouseLook>().enabled = false;
         }
 
         if(Input.GetMouseButtonDown(0))
         {
          Screen.lockCursor = true;
          player.GetComponent<MouseLook>().enabled = true;
          maincamera.GetComponent<MouseLook>().enabled = true;
 
         }
 
 
         if((Input.GetKeyDown(KeyCode.W))&&(Input.GetKeyDown(KeyCode.D))) 
         {
             transform.Rotate(0,45,0);
         }
         if((Input.GetKeyUp(KeyCode.W))&&(Input.GetKeyUp(KeyCode.D))) 
         {
             transform.Rotate(0,225,0);
         }
 
         if(Input.GetKeyDown(KeyCode.W))
         {
             animation.CrossFade("Run");
         }
         if(Input.GetKeyUp(KeyCode.W))
         {
             animation.CrossFade("Standing");
 
         }
         if(Input.GetKeyDown(KeyCode.D))
         {
             animation.CrossFade("Run");
             transform.Rotate(0,90,0);
         }
         if(Input.GetKeyUp(KeyCode.D))
         {
             animation.CrossFade("Standing");
 
         }
         if(Input.GetKeyDown(KeyCode.A))
         {
             animation.CrossFade("Run");
             transform.Rotate(0,-90,0);
 
         }
         if(Input.GetKeyUp(KeyCode.A))
         {
             animation.CrossFade("Standing");
 
         }   
          if(Input.GetKeyDown(KeyCode.S))
         {
             animation.CrossFade("Run");
             transform.Rotate(0,180,0);
         }
         if(Input.GetKeyUp(KeyCode.S))
         {
             animation.CrossFade("Standing");
         }
 
         if(Input.GetKeyDown(KeyCode.Space))
         {
             animation.CrossFade("Jump");
         }
 
 
     }
 }
 
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image CubePhysics · Mar 22, 2014 at 11:08 AM 0
Share

bump bump bump

avatar image Gruffy · Mar 22, 2014 at 11:28 AM 0
Share

I have been playing around with $$anonymous$$ecanim and animations over the last day or so and found that wrapping up your blend states into conditionals help with controlling animation transitions as you can then layer your actions separately. After this you can make a blendState in your new layer and by double clicking it, you can reach a new window in inspector panel that allows you to add as many animations as you like and then with a handy window allows you to specify the transition time and easing from one to another. Importantly: you should add a parameter(like "Speed") in the parameters box in the Animator window, this is what you will use as your defining value to check against to tell where in the transition your animations should be playing. (the principle applies if you wanted to play two animation at the same time and may not even need you to specify a parameter in Animator window as you are not transitioning as such, but rather piling on two anims to play simultaneously)

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

please help with my melee attack animation 1 Answer

Animations Combo 0 Answers

Melee attacking, using force and health values 1 Answer

Not identifying the collider? 2 Answers

I'm still having Trouble with this AI script 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges