public sealed class AnimationLayerOne state machine, a weight and a mask: the unit a character's animation is composed out of.
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Remarks
The base layer is layer 0 and is what everything else is applied over. Its mask is ignored — there is nothing underneath for a masked-out joint to fall back to, and a partially-masked base layer produces joints in the bind pose, which reads as a character with a broken arm rather than as an authoring mistake.
Root motion comes from one layer. Two layers both claiming to move the character would move it twice, and averaging them by weight gives a character that walks at half speed whenever an upper-body layer fades in. ContributesRootMotion says which one owns it; by default that is the base layer and no other.
Fields and properties (7)
public string NameWhat the layer is called.
public StateMachineInstance StatesWhere in its graph this character is.
public float WeightHow much of it reaches the result, in [0, 1].
public BoneMask? MaskWhich joints it reaches, or for all of them.
public LayerBlend BlendHow it mixes with what is underneath.
public bool ContributesRootMotionWhether this layer's root motion is the character's.
public bool EnabledWhether it is evaluated at all.
Methods (1)
public AnimationLayer(string name, AnimationStateMachine machine, AnimationParameters parameters, PoseScratch scratch)Creates a layer.
Used by (8)
- AnimatorVixen.Animation
- AnimatorTestsVixen.Animation.Tests
- NetworkAnimatorApplySystemVixen.Net.Animation
- NetworkAnimatorCaptureSystemVixen.Net.Animation
- NetworkAnimatorTestsVixen.Net.Animation.Tests
- AnimationGraphArtefactVixen.Editor.AnimationGraph
- AnimationGraphCompilerVixen.Editor.AnimationGraph
- AnimationGraphTestsVixen.Editor.AnimationGraph.Tests