I want to make sure that when a character running in Animator is used as an actor in SLATE, it transitions smoothly to the animator track in SLATE. Even when the cut scene ends, I want you to go back smoothly.
Isn’t there a good way?
I don’t want to use a Mechanim truck, so I’m in trouble.
Unfortunately this is not supported even though I have tried my best to make it possible. I have managed to make the animator animation playback when there is no Slate animation track/clip playing, but there still exist some problems. More specifically, when the cutscene starts, there is a snap because as soon as an animation graph is applied to the animator to play, the animator playback time resets to 0 (meaning at the start of the animation output that the animator is currently playing). This is something I am not yet able to figure out and make it work, but I will give it another shot for sure!
If you want, I can send you the changes I’ve made that make the animator animation play “bellow” any Slate Animator Tracks to check it out. Even though not exactly what you want here, it could help.
Hello again and sorry for the late reply due summer vacation 🙂
I have attached for you here the “new” AnimatorTrack file in a .unitypackage. Please note that it is still Work in Progress.
By the way, the PlayablesAPI is indeed used in AnimatorTrack and the change I did was to indeed try to blend Animator with the Animation played in the Animator Track, but I either miss something or this is how it works, since I can’t find a way to avoid the time snap I mentioned. I hope to figure it out eventually though, if at all possible to do.
Let me know how it works for you.
(You will of course need to have an Animator Controller assigned to the Animator and have the Animator Component enabled) 🙂