⭐Workflow
In this section we will cover the features of Magic Blending.
Last updated
In this section we will cover the features of Magic Blending.
Last updated
The Magic Blend Asset offers a very convenient way to adjust blending parameters on the fly:
Base Weight controls a blend between Animator and Magic Blend pose. If set to zero, the Animator will be fully used, if set to 1 - the overlay pose will fully override this bone chain.
Additive Weight controls the dynamic additive influence. If set to zero, no additive is applied, if set to 1 - it will be added to the overlay pose.
Local Weight overrides everything with the overlay pose. It is only useful for fingers or hands. If set to zero, it will not be applied, and if set to one - it will fully override the bone chain with the overlay pose.
There are no restrictions on what sliders to use and how. You need to tweak the settings and see what works best for your character pose.
It is possible to bind Magic Blend Assets to a specific animation state in your controller. To do so, click on the desired state and add a Magic Blend State:
Now, assign the blend asset, and the system will automatically sync it with the rest of the animator controller:
Tip: you can add multiple empty states to your animator, and set up transitions between them. You don't have to specify the animation clips, as they will be supplied from the selected Magic Blend Asset.
This is a very simple way to integrate the Magic Blending with your project without modifying the code. However, sometimes we run into situations when it is vital to change a Magic Blend Asset in runtime.
You can swap Magic Blend Asset by simply replacing the asset in the inspector. If you want to do a similar thing in the code, here is how you can achieve that:
That is it! Now you know how to fully use Magic Blending in your project.