OMG... it's working now!
If I'd have taken a look at the Bugs board...: Animation mix
...but I'm so self deprecating that I assumed I was doing something wrong. :p
Anyway, thank you SO much for the script and your blindingly fast reply, Pharan!
Ok, now I have a different problem, probably introduced by the experimental script... :p
I'm running this code when going from 'Walk' to 'Idle'...:
skeleton.state.SetEmptyAnimation(0, 0);
TrackEntry anim0 = skeleton.state.SetAnimation(0, "Idle_Legs", true);
anim0.mixDuration = 0.75f;
Other parts of the body play in higher tracks (Idle_Breathing, Idle_Tail, Idle_Blinking), so I don't think they're relevant (and I even tried to deactivate them anyway).
Before overwriting the old AnimState.cs script, the behavior was that the character spent 0.75 gradually mixing with the idle pose (that by chance is the same as the setup pose for the legs). And it was visually pleasing.
But now it spends almost all that time walking (Moonwalker dancing better said) and only at the last moment it suddenly goes for the idle pose.
I've made a little experiment and set 0.2 seconds of mixing time, instead of 0.75... and it seems to me like if that's not the total duration for the transition...: it pass like 0.5 seconds walking at full speed and then it almost snaps to idle.
Soooo... this is a wild guess but, I'm wondering if you added some kind of delay at playing the actual mixing...?
Because that would fix the previous problem I've had with the guy briefly returning to setup pose... but it also adds an artificial delay at him stop walking that it doesn't look good either. :think:
Maybe I'm asking for too much as this is something you've come up while they properly fix the diping issue but... is there something I could do to have both things working together like I expect?
Thanks again.
Abelius schriebSoooo... this is a wild guess but, I'm wondering if you added some kind of delay at playing the actual mixing...?
Because that would fix the previous problem I've had with the guy briefly returning to setup pose... but it also adds an artificial delay at him stop walking that it doesn't look good either. :think:
Maybe I'm asking for too much as this is something you've come up while they properly fix the diping issue but... is there something I could do to have both things working together like I expect?
Bump? :p
I'd like to know that, because if I cannot get built in transitions to look smooth, then I'll need to animate all of them by hand.
Not a big deal really, but it would be nice to know what you did to that script. 😉
Thank you!