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Question by Kersey · Apr 22, 2015 at 09:29 PM · animationinputmecanim

setting animation transition times to joystick float values

I don't understand how to set the blend times between animation states to my joystick float values. As of now, if I quickly press right on the joystick and let go, the transition plays through the entire animation before playing it again back to idle. But I only want it to play the portion of the animation blend equivalent to how far I pressed the joystick over.

This was easy to solve in the blendtrees, (which I'm showing in the code below) as I assigned the joystick float values to the float animation parameters. I need to be able to do the same thing but between animation states.

I assume something with anim.crossfade? I just don't know how to combine the old legacy code with mecanim... or even if I should. I feel like there should be a better way.

 void Start (){
         anim = GetComponent<Animator> ();
     }
     
     void Update (){
 
         float throttles = (Input.GetAxis ("Throttle2"));
         float yaws =  (Input.GetAxis ("Yaw"));
         float pitchs = (Input.GetAxis ("Pitch"));
         float rolls = (Input.GetAxis ("Roll"));
         float strafes = (Input.GetAxis ("Strafe"));
         float upDown = (Input.GetAxis ("Thrust"));
 
 
 
 
         anim.SetFloat ("PitchP", pitchs, .3f, Time.deltaTime);
         anim.SetFloat ("ThrustP", throttles, 2f, Time.deltaTime);
         anim.SetFloat ("RollP", rolls, .3f, Time.deltaTime);


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