๐Ÿงพ
FPS Animation Framework
  • ๐Ÿ‘‹Welcome!
  • Workflow
    • ๐ŸฆพCharacter Rig
    • ๐Ÿ”ŒComponents
    • ๐Ÿ”ธProfiles and Layers
    • ๐Ÿ”—Linking
    • โž•Integration
    • โ–ถ๏ธPlaying Animations
    • ๐Ÿ’ปExtending the System
  • Demo Project
    • โœจResources
    • ๐ŸŽฎController
    • ๐Ÿ”ซWeapons and Items
    • โž•Attachment System
  • Fundamentals
    • ๐ŸฆพRig
    • โš™๏ธFramework Architecture
    • ๐Ÿ“‘Animator Profiles
    • ๐Ÿ“œAnimator Layer
    • ๐ŸŽฎInput System
    • ๐Ÿ”ถAnimator Layers
      • Weapon Layer General
      • Additive Layer
      • Ads Layer
      • Attach Hand Layer
      • Collision Layer
      • IK Layer
      • IK Motion Layer
      • Look Layer
      • Pose Offset Layer
      • Pose Sampler Layer
      • Sway Layer
      • View Layer
      • Blending Layer
      • Turn Layer
    • ๐Ÿ“šNew Animation Library
    • โš’๏ธTools
  • Recoil System
    • ๐Ÿ”ซRecoil Animation
    • ใ€ฝ๏ธRecoil Pattern
    • ๐Ÿ“นCamera Shake
  • Troubleshooting
    • โš ๏ธInitialization Warnings
    • โš ๏ธCan't Look Around
    • โš ๏ธWeapon Positioning
    • โš ๏ธWeapon is not moving
  • โš ๏ธAiming doesn't work
  • โš ๏ธTwisted feet when looking left/right
  • ๐ŸŒŒMisc
    • ๐Ÿ“œChangelog
      • 4.7.0 Update
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  • Overview
  • Curve Blending
  1. Fundamentals

Animator Layer

In this section you will find out more about the Animator Layers.

PreviousAnimator ProfilesNextInput System

Last updated 11 months ago

Overview

An Animator Layer is a procedural animation feature, which modifies your character pose in realtime.

Tip: usually animator layers reside in the Animator Profile. The only exception is the IK Motion Layer - this layer counts as an "animation", so you can dynamically link it using:

_fpsAnimator.LinkAnimatorLayer(yourLayerHere)

You can find out more in this section:

All layers in the framework has a similar structure, let's take a look at it:

The red highlighted area represents general settings for all animator layers. Let's break them down:

  • Alpha: controls the influence of the layer; if set to 1 - the layer will be fully applied, and if set to 0 - it will be disabled.

  • Link Dynamically - defines if this layer will need to be cached when a new profile is linked. If set to true, there will be no smooth blending, but instead the settings will be updated.

Curve Blending

Curve Blending is a crucial part of controlling animation features in realtime. You can select a parameter which will control the layer, so far the system supports these parameter types:

  • Animator Controller float parameters.

  • Playables curves.

  • Input Config variables.

You can also specify the Blend parameter, which can be either Mask or Direct:

  • Mask means that the value will be applied in reversed mode, computed via: result = 1f - value. For example, if the parameter value is 1, the final value will be 0.

  • Direct mode is going to use the parameter value as is. If the value is 1, the final result will be 1.

It is possible to specify multiple Curve Blends in the list, where the top index item will overrides previous ones. For example:

If the FullBodyWeight value will be 1, the final weight will be 0. However, if ProneWeight is 0, the final result will be 0 as well.

๐Ÿ“œ
AttachHandLayer Example.
Mode options.