About the pitfalls of mixing Timeline Animation Track and Animator in Unity

When using Unity's Timeline to create cutscenes or skill animations, you often need to use Animation Track to create animations. This Animation Track can overwrite the animation being played by the Animator, which is very practical.

Therefore, sometimes, when the character switches from the Animator playback state to the Timeline's Animation Track, it is necessary to use the transition as follows:


This allows the character to transition from the currently playing Animator State to the Animation Track corresponding to the Timeline. When the Animation Track is completed, it will also transition back to the Animator State.


However, there is a small pit here. If the Animation Track has an Override Track, and the Override Track has key points, then the mixture of the Animation Track and Animator will not take effect! When the character needs to transition during playback, it will transition from a default crouching posture to Animation Track, which is very strange.


If you encounter this problem, you can try not using Override Track for animation mixing.

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Origin blog.csdn.net/qq_28784217/article/details/81017011