![]() Playing an animation sets its Weight to 1 (or fades it in) which connects it to its layer and stopping an animation sets its Weight to 0 which disconnects it from its layer. Playing an animation that hasn't been played on that character yet will create a new state for it and connect that state to a layer (usually the default base layer).Ī state's layer is set or its Weight changes to or from 0. ![]() Unfortunately, Animator.Rebind gets called every time a Playable is connected or disconnected which happens frequently in Animancer depending on the AnimancerPlayable.KeepChildrenConnected property: KeepChildrenConnected The way the Animation Rigging system reads properties like the Weight of its constraint components causes them to be treated like animated properties, meaning that calling Animator.Rebind will reset those properties to their starting values. Using it with Animancer is no different from using it with Animator Controllers. ![]() ![]() The official Working with Animation Rigging tutorial explains how to use it. Unity's Animation Rigging package allows you to set up rigs that dynamically modify your animations with things like Multi-Parent Constraints and Inverse Kinematics (which works on both Generic and Humanoid Rigs where Unity's inbuilt IK system only works on Humanoids). ![]()
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