Layered blend per bone
The node that you will use to blend animations here is Layered blend per bone
. This node masks out a set of bones on the character skeleton for an animation to ignore those bones.
In the case of our player character and the Throw
animation, you will mask out the lower body so that only the upper body animates. The goal is to be able to perform the throw and movement animations at the same time and have these animations blend together; otherwise, when you perform the throw, the movement animations would completely break.
Exercise 12.05: Blending Animation with the Upper Body Anim Slot
The Layered blend per bone
function allows us to blend the Throw
animation with the movement animations you implemented in the previous chapter, and give you control over how much influence the Throw
animation will have on the player character skeleton.
In this exercise, you will use the Layered blend per bone
function to completely mask out the lower body of the character...