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Sometimes when animating you want a mix
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of two or more animations.
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For example if you have animations
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for running left, running forward
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and running right you might want animations
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for running only slightly to the left or right.
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Another common example is having
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walking and running animations
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but wanting the character to be able to move
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at different speeds between the two.
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Blend trees can be used to achieve this.
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To create a blend tree right-click on empty space
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in the animator window.
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Choose Create State - From New Blend Tree.
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This creates a state that has a blend tree
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as it's motion instead of a single animation.
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Double clicking on the state allows you to
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edit the blend tree.
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The breadcrumb in the upper left hand corner
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shows us that we are working in our blend tree.
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Clicking the base layer name will bring us
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back out of the blend tree.
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With the blend tree selected we can see it's
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properties in the Inspector.
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The first thing to note is that
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blend tree's have names.
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These can be different from the state
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that holds them.
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Next comes the blend type.
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For now we will be concentrating on
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one dimensional blend trees.
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We will be coming back to the different types
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of 2 dimensional blend trees later.
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One dimensional blend trees use a single
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parameter to control how much of each
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of it's motions should be played.
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In the example given earlier of
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running left or right the blend tree's
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parameter might be something like
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direction or angular speed.
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Or for the walking/running example
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the parameter could be speed.
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Next is the list of motions.
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To add motions click the + icon.
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This gives you the options of Ad Motion Field,
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and New Blend Tree.
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Selecting New Blend Tree
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allows you to have nested blend trees
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so you can blend animations
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based on more than one parameter.
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However, if you wish to do this
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an easier approach is usually
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to use 2 dimensional blend trees.
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As such we'll be dealing with
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just adding motion fields.
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Each motion field represents an animation.
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These can be dragged on from the Assets
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in the Project panel or selected from a list
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by using the circle select button.
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Each motion field then has 3 properties.
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The threshold is the value of the
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parameter you have selected
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that represents a blend using entirely this animation.
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For example, let's say you have a walking
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and running animation and their thresholds
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are 5 and 10 respectively.
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If the Speed parameter is set to 10
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then the blend tree will play just
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the running animation.
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If it's set to 7.5 it will play a 50/50 blend
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of walking and running.
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The next property is the Time Scale.
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This affects the speed the animation is played at
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just the same as the speed property
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for normal states.
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The last property decides whether or not
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the animation is mirrored left to right.
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After adding motion fields you'll notice that a
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blue cross pattern diagram appears
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above the list of motions.
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This is an illustration of where the different
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motions lay on the scale of the parameter.
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The lowest threshold on the left,
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the highest on the right.
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You can use the red scrubber to preview the
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blended animation for various values.
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If you wish to change the order of the motions
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on a blend tree for any reason
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you can drag the motions around using
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the handle on the left of the motion property.
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Below the list of motions are a few properties
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that help adjust the attributes of your motions.
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Generally it's a good idea to use these options
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once you have added all of the motion
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fields you need and given them animations.
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If Automate Thresholds is checked
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then the thresholds you have for each
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animation will be set and won't be changeable.
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If it is unchecked then we can use
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the following 2 options.
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Compute Thresholds will calculate
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and set values for the thresholds of each
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of your motion fields.
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It will do this based on a property of
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root motion, which you select.
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These properties are Speed, Velocity X,
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Velocity Y, Velocity Z
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and Angular Speed in either radians
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or degrees.
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Since blend trees often have their thresholds
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based on these root motion properties
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these are also common examples
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of animator parameters.
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Using Adjust Time Scale
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you can make the speed for each animation
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homogenous.
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This means that each of the animations
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will result in the same speed of root motion.
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2 dimensional blend trees work in a very
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similar way to 1 dimensional blend trees
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but blend according to 2 parameters
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instead of 1.
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There are 3 types of 2D blend trees.
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The first 2 are for blending based on direction.
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They are 2D Simple Directional
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and 2D Freeform Directional.
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The last type is 2D Freeform Cartesian
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and it is used for situations where the
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parameters do not represent direction.
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2D Simple Directional is used for
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when you want to blend movement based
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on directional parameters and have single
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animations on each direction,
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such as walk forward, walk back, walk left, etcetera.
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2D Freeform Directional is used similarly
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but can include multiple animations
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in the same direction.
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For example walk forward and run forward.
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2D Freeform Cartesian is used when the
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parameters are not based on direction,
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for example speed and angular speed.
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Creating each of these types of blend trees
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works the same.
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Once you have chosen a type
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choose an animator parameter to represent
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the X axis and one to represent the Y axis.
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For the directional types a standard
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X axis parameter might be velocity X.
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And a standard Y axis parameter might be
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velocity Z.
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For Freeform Cartesian
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this choice is more open.
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Once you have chosen your parameters the next step
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is to add motions.
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Just as with 2D blend trees
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these can be either blend trees or motion fields.
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However unlike 1D blend trees
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the order in which they are added doesn't matter.
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Once you have added motions you will see a
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diagram of where the motions are
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according to their thresholds.
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This again works the same as
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1D blend trees, but since it is based on
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2 thresholds, an X threshold and a Y threshold
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the diagram is in 2 dimensions.
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Each of the motions can be positioned manually
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by dragging them on the diagram
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positioned by setting the thresholds manually
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or by using the Computer Positions option.
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This works the same as the Compute Thresholds
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option for 1D blend trees but computes the
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threshold based on both parameters.
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1 dimensional blend trees use a red scrubber
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to preview the motion.
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For 2D blend trees there is a red dot
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that can be dragged around.