digitalOctopus
Member
Hello,
I've built my own animation controller based on the demo controller and my idle state has 6 idle animations to pick from. I have the Max Ability Float Data Value set to 5 (6 animations but zero-based), I de-normalized the threshold values in the blend tree, and everything works for the most part. The idle animations get sorted through randomly, which I like.
The only thing I think I'm misunderstanding is the min/max timing in the Idle ability. It seems like it's designed to play each idle animation for a random amount of time before setting the Ability Float Data Value to a new random number. The random animation part makes sense, but why do we play them for random amounts of time? Why not just play each one to completion and then pick a new one? I only ask because my idle animations appear to transition from one to another rather abruptly.
If I'm understanding that correctly, I think if I were to try and change the Idle ability to pick random animations but to play each to completion, the easiest way might be with animation events which call public methods in my Idle ability class to switch the Ability Float Data Value to a new random value. Am I understanding the Idle ability correctly, and does my solution make sense?
Thanks!
I've built my own animation controller based on the demo controller and my idle state has 6 idle animations to pick from. I have the Max Ability Float Data Value set to 5 (6 animations but zero-based), I de-normalized the threshold values in the blend tree, and everything works for the most part. The idle animations get sorted through randomly, which I like.
The only thing I think I'm misunderstanding is the min/max timing in the Idle ability. It seems like it's designed to play each idle animation for a random amount of time before setting the Ability Float Data Value to a new random number. The random animation part makes sense, but why do we play them for random amounts of time? Why not just play each one to completion and then pick a new one? I only ask because my idle animations appear to transition from one to another rather abruptly.
If I'm understanding that correctly, I think if I were to try and change the Idle ability to pick random animations but to play each to completion, the easiest way might be with animation events which call public methods in my Idle ability class to switch the Ability Float Data Value to a new random value. Am I understanding the Idle ability correctly, and does my solution make sense?
Thanks!