I've been having difficulty getting animation blending to work, so I've created a simple example. Can someone please explain what I'm doing wrong?
Assume there are two animations on a character... "walk" and "zombie". (Why zombie? Why not zombie? It's Halloween.)
Here is code:
function Start () {
animation["walk"].layer = 2;
animation["walk"].weight = 1.0;
animation["zombie"].layer = 3;
animation["zombie"].weight = 0.5;
animation.Play("walk");
animation.Play("zombie");
}
By my understanding, this should play zombie at half weight and walk at half weight, but instead, it plays zombie at full weight. Why?
EDIT: To further describe, let's say I change my code to this:
function Start () {
animation["walk"].layer = 2;
animation["walk"].weight = 0.5;
animation["zombie"].layer = 2;
animation["zombie"].weight = 0.5;
animation.Play("walk");
animation.Play("zombie");
}
Even when I do that, it still plays the "zombie" animation at full weight instead of evenly distributing them. Does anyone know why that might be?
EDIT #2: Changing the order of the animations makes a difference. If the "walk" animation is set to play after the "zombie" animation, the "walk" animation will play instead, at 100% weight.
Still, this doesn't solve the overall problem of making them blend 50-50.
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