The Animator Track is able to playback animation clips created for mecanim directly without the need to create a state machine controller at all and with the ability to cross-blend clips between one another. This also means that animation can be re-targeted to any model. The Animator Track works by utilizing Unity’s Playables API.
Multiple Animator Tracks can be added in the same Actor Group, where each track is representing a different Animation Layer. Similar to all tracks in Slate, tracks are evaluated from bottom to top. As such, the bottom-most Animator Track, represents the first animation layer zero, while the top-most, the final animation layer.
Each Animator Track can affect a separate body part of the actor, which in Unity is defined as “Avatar Masks”. As such, each Animator Track has a parameter to specify which Avatar Mask this track is used. Furthermore, each Animator Track has a Blend Mode parameter to define whether the animation is applied as Override (Blend), or Additive, as well as Weight parameter.
Root Motion from animation can also be used, if the “Use Root Motion” parameter is enabled in the first Animator Track. Please note, that only the first (bottom) Animator Track has this option, and Root Motion, can only be applied from the Animation Clips that will be assigned in that first Animator Track only.
As with most clips in Slate of course, Animation Clips used in Animator Tracks can also be blended together, or even fade in/out of the animation that is currently playing on the Animator Tracks below.
If your animations are not looping, please ensure that the AnimationClip has “Loop Time” checked as illustrated below.