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The Complete Guide to SLATE

Animation Track

The Animation Track works very closely with Animation Clips of the legacy Unity animation system, which gives some extra flexibility control wise over the Mecanim system.

Each Animation Track of the Actor Group represents a different animation layer, along with it’s blend mode and transform mixing group (which bones it affects). As such, all Animation Clips played by the track, are played in the same layer of their track along with it’s settings, which in sort means that animations played on tracks on the top, are actualy played on-top of animations played on tracks bellow!

AnimationTrack

For example, in the image above, there are three Animation Tracks. The track at the bottom (layer 0), is playing a looping walk then idle animation, while the track above (layer 1), is playing a greet and talk animation on top, which only affect the “Spine” transform and children transforms, as set in the Animation Track settings (see bellow). The third animation track layer is empty, but it could be used for an Additive facial animation affected only the “Head” transform and beyond if you are working with bones for facial animation rather than blend shapes.

AnimationTrackInspector

The Animation Track has the following settings:

  • Weight. The total weight of the layer, by which all animation clips played in this track will be modulated by.
  • Animation Blend Mode. The blend mode that animations of this track will use. Either Blend, or Additive.
  • Mix Transform Name. The root transform name within the actors hierarchy that the animations will affect along with all it’s children. You can leave this empty to affect the whole actor hierarchy of course.
  • Blend In. The time it will take for the track to take effect, as well as the time it will take to blend in the “default animation clip” set in the Animation Component (which usualy is something like an “Idle”), from any animation that was playing before the cutscene started. This is only relevant for the first (bottom) Animation Track of the group.
  • Blend Out. The time it will take for the track to lose effect, as well as the time it will take to blend out of the last played animation of the track and back to whatever animation was playing before the cutscene started. This is also only relevant for the first Animation Track of the group.

Similar to AudioTrack and AudioClips, animations can be trimmed or set to loop, as well as have a blend in/out property to control the transitions within and out of the animation clip and between others, which is although always modulated by the parent track’s total “Weight”.

AnimationLooping

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