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Question by DustyScreen · May 02, 2016 at 11:43 AM · mecanimtransitionssprite animation

Mechanim: Sprite animation transitions

I'm using Mechanim to control spritebased frameanimations. That's animations where the sprite changes each frame.

I'm currently doing transitions by making a separate state for the transition, like this:

[ Animation "A" ] ---EmptyTransition---> [Animation "A-to-B-transition"] ---EmptyTransition---> [ Animation "B" ]

This is because I don't know how to make Mechanim's transitions to swap sprites. An ideal flow would be more like this:

[ Animation "A" ] ---TransitionPlaying[Animation "A-to-B-transition"]---> [ Animation "B" ]

Is this by any means possible?

Any ideas or thoughts are most welcome :-) Thanks in advance!

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avatar image Cherno · May 02, 2016 at 12:00 PM 0
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I don't know where your problem is. If you have a sprite sheet and create multiple animation clips from it, and assign these clips to the animation states of your animation controller, it should be no problem transitioning between states. Read the User $$anonymous$$anual for the animation system if you haven't already.

avatar image DustyScreen Cherno · May 02, 2016 at 12:16 PM 0
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I’m very sorry, if I wasn’t clear in my question. But let’s say I have the following sprites:

 idle0
 idle1
 idle2
 idle3
 idle4
 idle5
 
 idle-to-jump0
 idle-to-jump1
 idle-to-jump2
 
 jump0
 jump1
 jump2
 jump3


The idle-cycle plays. Then the player hits jump. Now I want to play 3 idle-to-jump-sprites and after that play the jump-cycle.

So the idle-to-jump sprites is a transition. How do you use $$anonymous$$echanim’s transition-functionality to play this transition? Is this possible?

Please let me know, if there are any details I should be more precise on. Any help would be valued! :-)

avatar image Cherno DustyScreen · May 02, 2016 at 12:33 PM 0
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First of all, of course all three animations have to be animation clips, I assume that's clear. So to go from idle state to idle-to-jump-state (and further to jump state), make the transition have an exit time of 1.0, this way the idle-to-jump animation will play completely before transitioning to the next (jump) state.

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