
In order for the blend to work well, the movements in the clips must take place at the same points in normalized time. More info See in Glossary.Įxamples of similar motions could be various walk and run animations. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. Blend Trees are a special type of state in an Animation State Machine The set of states in an Animator Controller that a character or animated GameObject can be in, along with a set of transitions between those states and a variable to remember the current state. In order for the blended motion to make sense, the motions that are blended must be of similar nature and timing. The same Animator Controller can be referenced by multiple models with Animator components. More info See in Glossary associated with the Animator Controller Controls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. The amount that each of the motions contributes to the final effect is controlled using a blending parameter, which is just one of the numeric animation parameters Used to communicate between scripting and the Animator Controller. A transition from one motion to a completely different motion is usually fine if the transition is quick.īlend Trees are used for allowing multiple animations to be blended smoothly by incorporating parts of them all to varying degrees. Each state references an Animation Blend Tree or a single Animation Clip. Transitions are specified as part of an Animation State Machine A graph within an Animator Controller that controls the interaction of Animation States. More info See in Glossary are used for transitioning smoothly from one Animation State to another over a given amount of time. Transitions define how long the blend between states should take, and the conditions that activate the blend. Transitions The blend from one state to another in a state machine, such as transitioning a character from a walk to a jog animation. While both are used for creating smooth animation, they are used for different kinds of situations. It is important to distinguish between Transitions and Blend Trees. Another example is a character leaning to the left or right as it turns during a run.

Perhaps the best known example is the blending of walking and running animations according to the character’s speed. A common task in game animation is to blend between two or more similar motions.
