Huge difficulty trying to do simple animation transitioning, what is the proper way? Mecanim does it perfectly...
Something that the Unity mecanim Transition system takes care of very well... And I have been using that instead... Though this doesn't mean UMotion should be absent of the same quality... And maybe it doesn't (I don't know).
Maybe there's a feature missing, like a weight parameter that slowly increments/decrements to blend the animation in an Additive or Override Layer.
I know UMotion's architecture won't allow foundational changes for this specific feature without breaking the rest of the program but maybe you could find a way to build upon it instead.
I've got an animation called "RunStop". The character runs and then stops to a standstill in a rest pose... I want to replace and "blend" an aiming pose into the rest pose using an Override animation layer... To create a second "RunStop" animation, but in this one he ends in an aiming stance instead of a rest stance. Unfortunately the animation snaps to the next pose. I cannot find a way to smoothly "Transition" the animation.
Copying the pose from the Aim stance on an additive layer on the "RunStop" clip glitches up the character to the point that you don't wanna deal with it. I was hoping with the additive layer the blending would work at least. Maybe this is a bug, I don't know.
All-in-all, the basic yet somewhat childish statement I am making is: Unity mecanim is doing it perfectly for me, why can't UMotion..?
I hope to find some guidance on doing proper animation transitions & blending.
Thank you so much for the last update and for all of your help. Let me know if there's anything you need from me.
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