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Author Topic: Animator Cross Fade absolute blend value  (Read 2121 times)

Kubold

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Animator Cross Fade absolute blend value
« on: April 20, 2014, 02:09:46 AM »
Hi,
Is it possible to add an absolute blend value in Animator Cross Fade?

Right now it uses a percentage of previous animation as blend-in time. This doesn't make any sense, because you end up with different blend every time (sometimes drastic difference - for ex. blending to a fast attack from 10 second-long idle, or from 0.8s hit). If it HAS to be percentage of some animation, it would make much more sense to use percentage of the next animation, not previous.

Thanks!
« Last Edit: April 21, 2014, 01:08:54 AM by Kubold »

Kubold

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Re: Animator Cross Fade absolute blend value
« Reply #1 on: April 22, 2014, 11:58:37 PM »
I have a controller with like 400 animations in it. They pretty much must all blend with each other. Every animation with every other animation. That gives me IMPOSSIBLE amount of transitions to configure manually. I need to have a way to just call in the animation state through PlayMaker, with a proper blend time for each animation.

In other words - I need Mecanim to behave like Legacy. I thought Animator Cross Fade is the thing, but i need to be able to type in the blend-in lenght. The solution where blend lenght is a percentage of previous animation is just wrong, because blend is always different, however the animation you blend-in to is always the same.

If somebody already knows, that this is not possible, please tell me, I'll switch to Legacy.

Thanks!
« Last Edit: May 04, 2014, 11:52:35 AM by Kubold »

Kubold

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Re: Animator Cross Fade absolute blend value
« Reply #2 on: May 04, 2014, 11:51:06 AM »
Bump!

jeanfabre what say you? :)

jeanfabre

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Re: Animator Cross Fade absolute blend value
« Reply #3 on: May 06, 2014, 04:22:09 AM »
:) going through the back log...

I am not really knowledgeable enough on this. Do you have a concrete simple example fo this so that I can see what needs tdoing to make it absolute?

 Have you asked on Unity forum and UA? if you find a script that solve your need I'll make it into PlayMaker, not a problem.

-- you seem to confuse "blend" and "transitionDuration". Are you not looking for Animation.blend() function instead?

I can't see anywhere in Unity doc the mention of percentage for the Crossfade function. the transitionDuration is an absolute time, not related to the animation content or length ( as far as I can tell).

bye,

 Jean

Kubold

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Re: Animator Cross Fade absolute blend value
« Reply #4 on: May 06, 2014, 07:44:10 AM »
Hmm, Yes I thought blend time and transition time were the same thing. They do the same thing, don't they?

Anyway, when I get home later today, I'll try to explain what I mean with screenshots. Thanks for answering :)