I was talking to @Sharksie and @0xBAADF00D and they told me to post on the dev forums and ask @CodeWriter and @zeuxcg instead.
AnimationMask.rbxl (14.7 KB)
If you open up the animation editor you’ll see 2 animations saved. “Core” and “Idle”
Core sets the figure into a T-Pose
Idle is my hypothetical idle animation
Now with this idle animation, my character will turn his left arm back 90 degrees and twitch it down
However he doesnt, AND the Idle animation overrides his right arm back downward. (I know I can disable the Arm for this animation)
But I’d rather it carried over it’s previous rotation from the lower priority and then get adjusted
Instead of being able to use 1 stock breathing animation, I have to make one for each T-Pose
Or otherwise I have to manually set the C0s myself
Because right now Animations edit some sort of second C0 property and it gets the original C0 and C1s and edits that based on the Pose that passes through
I’d like for some way to have lower level animations stick around and be able to become additive
Im not sure if this is possible with what we have right now?
Heres another example of me trying to work with this online: https://www.roblox.com/games/386064700/MoCap
Essentially whats going on here is 3 layers of animations.
At the Core level I have a basic stance. When nothing is happening my character should look like this:
I also have a breathing animation on Idle which provides some movement in the arms and torso so I don’t look like a statue.
Lastly I have Movement level animations that help adjust my aim. The aiming moves my Torso, my Head, and my Legs (so I dont have my legs floating in the air behind my character, rather I have them planted on the ground)
The system I have set up for these Movement level aim animation is an AIMUP animation that looks directly up and an AIMDOWN animation that looks directly down. I adjust the weight between these too animations as I adjust my Pitch so:
Up is 1,0
Down is 0, 1
Middle 0.5, 0.5
When its all said and done, this is how I look like
Notice my arms are pointing downward due to my idle animation.
The issue I’m seeing is that Priorities seem useless. A Core vs Core (with a weight = 0.1) is the same as Core vs Action (with a weight = 0.1) If Weight exists and lower level Priorities are simply overwritten, why do we have Priorities. To me, with the naming of the Priorities as they are, it seems to suggest that these animations blend together with an additive effect however this is not the case. Instead of a foundation based animation system where Core animations set the tone and everything is offset from the bottom -> up; we get a waterfall type of sorting where animations simply override each other starting from Action -> Core.
Sorry for the rant however I’m not sure how Animations like this should be done. I know I can manually set C0s and C1s for different poses and lerp my C0s so I can still breathing over my animations however I feel like there should be an easier way.