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Blend between two simple animations
I've done on a search on this and I can only find questions related to a character controller, and more specifically upper and lower body blending with run cycles and what not.
What I want to do is much more simple.
I have two sprite/object animations of a ball. A short throw, and a long throw.
What I want to do, is blend them together to create any distance inbetween based off of a value (1-0)
I 'think' I need to play with the animation["throw01].weight = ??? But after that, I'm not sure.
I've read up on this and it's still a bit unclear. I was hoping someone could explain how this works more clearly.
Answer by haim96 · Feb 19, 2014 at 06:47 PM
if you ask me, the answer should be a mathematics solution, not animation solution. something like this maybe: http://answers.unity3d.com/questions/12689/moving-an-object-along-a-bezier-curve.html
mathematics won't make a throw look like a throw, it will ins$$anonymous$$d look like a mathematical solution. (what if I wanted a cartoonish, stylized hang time?) or a slight spin on the ball? or some squash and stretch? All of these characteristics are so easily controlled artistically, ins$$anonymous$$d of trying to break my brain trying to come up with a formula that can do everything at any interval. $$anonymous$$essing with dynamics/gravity or physics until I get only close to the look I want.
I see no drawback in using an animation blend system. $$anonymous$$any game use this method to achieve a more visually pleasing result.
this is not necessarily true, you can add ease-in and ease-out to mathematical solution and control the ball shape according to the position along the path for example. any way, any solution that give you the result you want is good, as long it possible to achieve...
or I could just draw it? I've taken some time to investigate a mathematical solution with the help of a very nice programmer in another thread, and while we ended up getting something that was close to what I was after, it still had no character too it, no life. And since I know I can/and have blended two animations together to easily achieve the look and style I was after, I'm now curious if it's possible that unity can blend between two sprite animations with no bones.
i guess you already check this: http://docs.unity3d.com/Documentation/Components/BlendTree-2DBlending.html ?
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