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Mecanim + playable API

Discussion in 'Animation' started by Ylisar, Aug 28, 2017.

  1. Ylisar

    Ylisar

    Joined:
    Jan 27, 2014
    Posts:
    19
    Can't seem to find much in depth information on how to best mix the two. We want to install different state machines depending on which weapon is equipped. I've looked at the cross fade example from
    . The talk is fairly old however and doesn't go into a lot of details.

    I would assume shared parameters set on Animator are kept in sync between state machines if they're of the same type & name?

    The cross fade solution also doesn't seem to play nice with mecanim transitions. It doesn't seem like you're able to really transition into another mecanim state machine, you're just blending between several different ones. Anyone been having a stab at getting something decent going? Would love some more information on this front.
     
  2. Ylisar

    Ylisar

    Joined:
    Jan 27, 2014
    Posts:
    19
    So basically it doesn't seem possible to get mecanim to play nice with playables. Probably going to try and get a decent SM graph editor going for playables instead. Being able to drop StateMachineBehaviour in favor of something better would be possible then as well.