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Animation events play for all animations when blending?

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I'm playing 3 animations: //Prioritize the walking animation anim["idle"].layer = 9; anim["walk"].layer = 10; anim["sprint"].layer = 11; //Play all animations anim.Play("idle"); anim.Play("walk"); anim.Play("sprint"); //Fade out moving animations anim.Blend("walk", 0, 0.2F); anim.Blend("sprint", 0, 0.1F); I blend walk and spring based on the character's forward velocity. // // In Fixed Update // if (velocity.sqrMagnitude <= sleepVelocity*sleepVelocity) { anim.Blend("idle",1,0.2F); anim.Blend("walk", 0, 0.2F); //Fade out walking animation anim.Blend("sprint", 0, 0.1F); } else if(velocity.sqrMagnitude > sleepVelocity*25) { //Fade in sprint animation anim.Blend("sprint",1,0.2F); anim.Blend("walk",0,0.2F); anim.Blend("idle",0,0.2F); anim["sprint"].speed = 1*animationSpeed; } else { //Fade in walking animation anim.Blend("walk",1,0.2F); anim.Blend("sprint",0,0.2F); anim.Blend("idle",0,0.2F); float animspeed = velocity.sqrMagnitude; anim["walk"].speed = animspeed*animationSpeed; } I have events on walk and sprint that generate footstep sounds. However, I often hear events from both animations playing rather than just the heaviest weighted one. How would one deal with an issue like this?

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