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Question by kkrac · Mar 30, 2017 at 01:29 AM · animationmecanimlayers

Mecanim - Different postures depending on weapon, crouch or not crouch, etc.

I have a character that can carry a single-handed weapon or a two-handed weapon. He can remain idle, he can walk. Also, as the enemy approaches he can crouch-idle as in if in alert, or as he approaches the enemy he can crouch-walk.

I can think of 3 ways of handling these variations in postures:

  1. One layer per each weapon variation: a layer for "two-handed weapon" and one for "single-hand weapon". In each of them, there would be an "idle" state for a normal idle animation, one state for "idle crouch", one state for "walk" for normal walking animation, one state for "walk crouch" for alert mode, etc. A "crouch" boolean parameter would tell whether to idle/walk standing upright or not.

  2. the other way would be to have one single layer, and handle all variations with several boolean parameters: "walk", "crouch", "one-handed", "two-handed". Example: If "walk" is false, "crouch" is true and "single-handed" is true, the character would remain still, in a crouch position, with only one hand carrying the weapon.

  3. Another way could be to have one layer per animation type (one for the different idles, one for the different walks, etc.) and switch the layer weight depending on the character's animation to play.

Which of the three (or any other possibility?) do you prefer and do you think it scales better when more and more animations are added to the state machine?

Thanks!

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