Maybe a somewhat obscure Timeline question.
Lets say I have a segment with several idle animations that play randomly. These animations are on one layer. Now, I have a second layer that is always playing only a single looping animation on targets that are not touched (well, layers prevent this anyhow) by any of the animations in the first layer. Note again, this second layer is playing a looped animation.
In the "Pose" tab, Some of the random animations in the first layer need to have the "Pose: Include Bones and Controls" option checked for them to transition properly. I also have this checked for the looping animation in the second layer. From what I understand, having this option enabled sets those control nodes to On when the animation is called, as they are defined in that animation's Targets.
Here's the problem, whenever one of the random animations ends and starts a new one, it discards (turns off) the control nodes from the second layer's looping animation entirely. So that animation understandably stops.
Is there any sort of built in workaround inside Timeline to prevent this from happening? I would have thought that by the nature of how layers are supposed to be used that inter-layer controls wouldn't be discarded like this. This is much more apparent since my second layer is looping, but I imagine that whenever any layer has a new animation called that it will discard the active bones for the other layers as well. This seems really strange to me, and maybe not intended? Or am I missing something?
One workaround I can imagine is to set triggers in each of the random idles to call the second layer's looping animation, but what if in some circumstances I don't want that looping anim to play? Or, maybe the looping animation calling itself in a trigger?
Any help appreciated, hopefully someone who understands Timeline well can clarify.
- Metix
Lets say I have a segment with several idle animations that play randomly. These animations are on one layer. Now, I have a second layer that is always playing only a single looping animation on targets that are not touched (well, layers prevent this anyhow) by any of the animations in the first layer. Note again, this second layer is playing a looped animation.
In the "Pose" tab, Some of the random animations in the first layer need to have the "Pose: Include Bones and Controls" option checked for them to transition properly. I also have this checked for the looping animation in the second layer. From what I understand, having this option enabled sets those control nodes to On when the animation is called, as they are defined in that animation's Targets.
Here's the problem, whenever one of the random animations ends and starts a new one, it discards (turns off) the control nodes from the second layer's looping animation entirely. So that animation understandably stops.
Is there any sort of built in workaround inside Timeline to prevent this from happening? I would have thought that by the nature of how layers are supposed to be used that inter-layer controls wouldn't be discarded like this. This is much more apparent since my second layer is looping, but I imagine that whenever any layer has a new animation called that it will discard the active bones for the other layers as well. This seems really strange to me, and maybe not intended? Or am I missing something?
One workaround I can imagine is to set triggers in each of the random idles to call the second layer's looping animation, but what if in some circumstances I don't want that looping anim to play? Or, maybe the looping animation calling itself in a trigger?
Any help appreciated, hopefully someone who understands Timeline well can clarify.
- Metix