📗
FPS Animation Framework Legacy
  • 👋Welcome!
  • ⭐Introduction
  • Tutorial
    • 🌟Getting started
      • 🏃‍♂️Character setup
      • 📷Camera setup
      • 🔶Layers setup
      • 🔷Controller setup
      • 🔫Weapon setup
    • 💻Integration
      • 🏃‍♂️Character
      • 🔫Weapon
      • 🔸Layers and animator
    • 🔥Animation Workflow
      • 🦿IK Rig
      • 🔧Character Animation
      • 🔧Weapon Animation
    • ❗Troubleshooting
      • ❔Issue with IK, Left Hand, ADS
      • ❔Broken Character Pose
      • ❔Spinning Character
      • ❔Left Hand IK Always Active
      • ❔Left Hand IK Error
      • ❔Transform NaN Error
  • Fundamentals
    • 🦾Animation System
      • 🔹Playables Sub-System
      • 🔹Curve-blending
      • 🔸AnimSequence
      • 🔸Weapon Bone
      • 🔸IK Animation System
      • 🔸Weapon Anim Asset
    • 🔶Animation Layers
      • Ads Layer
      • Left Hand IK Layer
      • Right Hand IK Layer
      • Locomotion Layer
      • Look Layer
      • Recoil Layer
      • Sway Layer
      • Leg IK
      • Weapon Collision
      • Slot Layer
      • Pose Blending
  • Tools
    • 🟢Validator Tool
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  1. Fundamentals
  2. Animation Layers

Pose Blending

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Last updated 1 year ago

This layer blends a custom pose with the current active character animation. You can use it to fix strange looking upper body animations.

The blending is controlled by the Blend Asset - a scriptable object, that contains bones and weight parameters:

  • Base Weight - controls how much we want to affect the base character pose. Note: Head and Neck bones should be set to 1.

  • Anim Weight - controls how much animation we want to apply to the final result. If you set it to zero, the bone will not be affected by the animation (like a reload for example).

You can create a new Blend Asset by right clicking -> Create -> FPS Animator -> Blend Asset.

It's required to create an avatar mask, which will control what bones will be affected by the blending. Once the mask is selected, make sure to click Refresh button to update the Blend Asset.

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