📚Tutorial
In this section we will learn how to use Magic Blending.
Last updated
In this section we will learn how to use Magic Blending.
Last updated
First, we need to add our character to the scene and select its root bone:
Now right-click and select Auto Rig Mapping:
After this, a Rig Asset will be generated in the active folder:
The Rig Asset plays an important role - it stores the information about the character's hierarchy as a Scriptable Object.
Right-click on your Rig Asset and select Create Magic Blend:
Now, a Magic Blend Asset has been generated in the active folder. Let's see what properties it has:
Blend Time defines the time in seconds to blend this asset in.
Blend Curve defines how the blending will be handled.
Base Pose is an Animation Clip that defines the idle pose. This pose will be "subtracted" from the animator controller pose to compute additive animation dynamically.
Overlay Pose is your weapon or item Animation Clip pose.
Layered Blends define the layers that will be blended in real-time. By default, the system generates:
Lower Body
Spine
Head
Arms
Fingers
Global Weight controls the universal influence of the system. If set to zero - nothing will be applied, where 1 means the system will be fully active.
Go to your character prefab and add a Magic Blending component. Make sure you add it to the same Game Object, to which the Animator is attached:
All you have to do is assign the Magic Blend Asset in this component. Now you can start the game and play around with the values in the Magic Blend Asset!