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Animations workflow with Idle
Hi,
I'm facing an issue with handeling the flow of my character.
A short brief:
I have a character which has different handstates - up, down etc... the character also moves left and right on the XZ Axis.
I have an Idle animation that locating the charcter hands at the middle. The flow is that the user press a button, the charcter hands go up and after 1 seconds it's going back to the idle and set the hands at the middle. So far so good...
Things come bit messy when I add the movements animation - swipes move the character right and left and that's happening as expected, I also want the charcter to go back to Idle (Hands in the middle) at the end of the movement, but instead of controlling only the hands state its also bringing back my character to the center where's the idle animation starts.
To make it clearer - I would like my charcter to have an Idle animation that not controlling it's position, and if a movement has occurred, than stay where's the animation ends.
If any screenshots are needed for this issue, let me know and I'll edit my question.
Edit 1: I'm using animator controller and script aswell, here's the anim controller ss:
Movements state machine:
1 Blend tree that will include about 6 animation and the Idle itself in it?
@Jeff $$anonymous$$esselman I've read the blend tree documentation but couldn't figute out how am I supposed to implement it for my case, could you please provide more details about using blend tree?
@tanoshimi Hi, I'm trying to avoid my character going back to the idle position after a left/right movement, is the avatar mask will help me in that issue?
is you character animation managed all by script or also by animation controller?
it is a matter of your game logic then - we can't help you blindly though so either you share your code somehow or you have to sort it out by yourself
Answer by tanoshimi · Nov 27, 2014 at 08:16 PM
Sounds to me like you want an avatar mask to ensure that your "hands" animations affect the arms - nothing to do with the root transform of the character: http://docs.unity3d.com/Manual/class-AvatarBodyMask.html
@tanoshimi thanks for your suggested answer, the issue solved by setting the animation rig to humanoid at all animations.
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