This is done with a BlendTree, with a "Speed" parameter and BlendTrees, with a "Health" parameter in Root BlendTree Motion, instead of MotionField, WITHOUT using layers!
@@KetraGames , layers is one of the tools that has a feature. Its function is to create a composition of several animations, such as a sword slash while walking. For blending animation we have trees. Yes, you can drive nails with a wrench, but a hammer is preferable.
Thanks. As is often the case there are multiple ways to do this. We went with layers as the syncing option makes it really easy. Wounded animations are also a use case of layers that is mentioned in the Unity docs docs.unity3d.com/Manual/AnimationLayers.html
Hi everyone, thanks for watching. Hope you found it useful. There are lots of different uses for animation layers in Unity, so it would be really interesting to hear what you're using them for 😊
IMO it’s better to use FSM either make calls to UI. This is not really scalable way to use animations. Anyway it’s a nice content you doing, thank you and hope your channel will grow :-)
animation architecture question. Lets say for instance, I have two movement modes. one for normal walking>jog>run>sprint based on character speed and input (sprint key, etc), and one combat ready stance when the weapon is drawn, with the same movements direction possibilities, just different animations. and I want to layer something else over both of those states, like say, an injured animation. Should i build the normal movement and combat stance blend trees on the same base layer and use a layer for the injured animation to influence them both? or should i make the normal movement on the base layer, and use layers for both combat and injured. would the injured layer be able to override the combat layer which is in turn overriding the normal base layer?
Ooooooohhhh! That's what I was doing wrong! I didn't know you had to have a similar animation on your new layer. I've been trying to get a base layer and a Casting layer to work together for a magic game and it wasn't worknig properly! I also didn't know you don't play the animation on your new laye,r you bump up the weight of that layer! Thank you!
How can I do this if I want my character to walk and block at the same time? Problem is, my block animation is on the Basic Layer along with the Movement Blend Tree and the attacks, is there a way to put the Block animation on a separate layer and make transitions from movement or attacks to that layer?
Cool video! I find loopable animations from Mixamo usually loop perfectly already, without having to add a loop pose. For these I leave "Add Loop Pose" unchecked so no unnecessary intermediate frame between the last and first is created.
Thank you very much for such a useful tutorial! Could you tell me how to do this if I have Blend Tree with Idle, walk, and run animation? Is it possible?
Hi, yes it's possible with Blend trees. It should work the same way. Create a synchronised layer and change the animations in the blend tree. Hope that helps 😊
Ketra can you make tutorial on save kill enemies data like for ex I've 5 enemies in level if i kill one of them and then if I restart the application there should 4 enemies not 5 please make tutorial on this topic ❤️ Love this one ❤️❤️👍🏻👍🏻👍🏻
gracias! sos la mejor!
saludos desde buenos aires!!!
nice tuto!!
👍😊
Thankyou
thanks for the tutorial!
thank you,, this tutorial is so helpful,,, you are awesome!!
Great to hear, thanks 😊
Such a clear and concise tutorial. Subscribed!
Great, thanks for this 😊
This is done with a BlendTree, with a "Speed" parameter and BlendTrees, with a "Health" parameter in Root BlendTree Motion, instead of MotionField, WITHOUT using layers!
Hi, thanks for this. Are you saying it would be better to use sub blend trees instead of layers?
@@KetraGames , layers is one of the tools that has a feature. Its function is to create a composition of several animations, such as a sword slash while walking. For blending animation we have trees.
Yes, you can drive nails with a wrench, but a hammer is preferable.
Thanks. As is often the case there are multiple ways to do this. We went with layers as the syncing option makes it really easy. Wounded animations are also a use case of layers that is mentioned in the Unity docs docs.unity3d.com/Manual/AnimationLayers.html
You are the best
Thanks for this comment 😊
as a all-your-videos-watched user, i wish u made an unity course on any kind of edusite. I will be the first to buy that course :D
Thanks for your support. No immediate plans to publish any paid for courses but looking at more course like material on the channel 😊
You are awesome I'm making horror game and this would be helpful🤩
Great to hear 😊
Hi everyone, thanks for watching. Hope you found it useful.
There are lots of different uses for animation layers in Unity, so it would be really interesting to hear what you're using them for 😊
IMO it’s better to use FSM either make calls to UI. This is not really scalable way to use animations. Anyway it’s a nice content you doing, thank you and hope your channel will grow :-)
Hey Ketra!! Does this work with 2D FreeForm Tree too?
Hi, yes it will work with Blend trees 😊
Thank you Ketra Games, This tutorial is very helpful to me!
Great to hear this 😊
Thanks it was very helpful
Great to hear 😊
You were very helpful. Thankyou
👍😊
❤❤❤
💗
Thank you so much! You always have great videos.
Thanks for this comment 😊
animation architecture question. Lets say for instance, I have two movement modes. one for normal walking>jog>run>sprint based on character speed and input (sprint key, etc), and one combat ready stance when the weapon is drawn, with the same movements direction possibilities, just different animations. and I want to layer something else over both of those states, like say, an injured animation. Should i build the normal movement and combat stance blend trees on the same base layer and use a layer for the injured animation to influence them both? or should i make the normal movement on the base layer, and use layers for both combat and injured. would the injured layer be able to override the combat layer which is in turn overriding the normal base layer?
Ooooooohhhh! That's what I was doing wrong! I didn't know you had to have a similar animation on your new layer. I've been trying to get a base layer and a Casting layer to work together for a magic game and it wasn't worknig properly! I also didn't know you don't play the animation on your new laye,r you bump up the weight of that layer! Thank you!
Great, glad it was useful 😊
Does this also work for 2D sprites?
This is so helpful and amazing !!
Great to hear, thanks for this 😊
Thank you so much for this awesome tutorial !
Very well explained video
what about for a shoot animation? I can set the weight to 1 so it shoots while running but how to make sure the animation finishes?
How can I do this if I want my character to walk and block at the same time? Problem is, my block animation is on the Basic Layer along with the Movement Blend Tree and the attacks, is there a way to put the Block animation on a separate layer and make transitions from movement or attacks to that layer?
Your videos are amazing! This channel is such a gem. :3
Thanks very much for this comment 😊
Does this work with 2D FreeForm?
Cool video! I find loopable animations from Mixamo usually loop perfectly already, without having to add a loop pose. For these I leave "Add Loop Pose" unchecked so no unnecessary intermediate frame between the last and first is created.
Thanks. Good point on the Loop Pose. Just got into the habit of clicking both, but as you say, should be unnecessary in this case
This is the correct way to make a tutorial. Well presented, planned and performed. Thanks for the inspiration
Thanks very much for this comment 😊
Ótima explicação, até eu entendi.
Obrigado, ótimo ouvir 😊
Thank you very much for such a useful tutorial! Could you tell me how to do this if I have Blend Tree with Idle, walk, and run animation? Is it possible?
Hi, yes it's possible with Blend trees. It should work the same way. Create a synchronised layer and change the animations in the blend tree. Hope that helps 😊
@@KetraGames Thanks!
👍😊
Really high quality tutorials, not a second wasted 👏
Great comment, thank you 😊
Really nice work! Earned yourself another sub. You deserve way more. I'll be telling my followers to check out your great content as well
Amazing 😊 Thanks so much for this 👍
Another great video! Thanks for your work. Looking forward to your next release!
Thanks for your support 😊
Ketra can you make tutorial on save kill enemies data like for ex
I've 5 enemies in level if i kill one of them and then if I restart the application there should 4 enemies not 5 please make tutorial on this topic ❤️
Love this one ❤️❤️👍🏻👍🏻👍🏻
Will come back to this once I start working with 3D.
👍😊
u sound so cute :)
Thank you 😊