Animations are blending inadvertently

For my tool system, when switching from one tool to another, I have to play two animations consecutively: an unequip animation and an equip animation.

There are two approaches that I have tried to achieve smooth and precise movement, but each approach only achieves one and lacks the other.

When I use AnimationTrack.Stopped on the unequip animation to signal when I should start playing the equip animation, there is smoothness, but not preciseness. What I mean by this lack of preciseness is that it can be visually seen that the tool that is being equipped will play under the unequipped tool’s animation (I think during the fadeout time of the unequipped animation?). I assume this is some blending error while the unequip animation is, although technically stopped, in its fadeout phase.

When I use AnimationTrack.Ended on the unequip animation, there is precision in the animation, but not smoothness, and by that, I mean there is a noticeable delay between when the unequip animation appears to have stopped and when the equip animation starts playing. And since the tool to equip doesn’t play under the last tool’s unequip animation, I see that as precision.

I have come to the devforum to see if anyonehas a solution that can help me achieve animation track smoothness and precision in this situation.

Try adding a marker in the animation itself right before its about to end, and listen for that marker instead of Stopped or Ended

I’m pretty sure Ended waits until the body parts are back to their original position pre-animation

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You can try playing the equipped animation at a higher priority and/or weight.

Not sure if this was an issue, but you can also play the animation with a lower (or no) fadeTime.

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@Puzzled3d @TimeFrenzied thank for the responses, information in both replies helped me

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