In this chapter, we introduced the Blend Tree as a method of blending similar animations to create more realistic animated responses during the game.
Our exercises demonstrated two different implementations of this:
In the first example, we added strafe animations to the Idle
state to give the player feedback when moving from side to side.
In the second implementation, we created variation in the pickup animation by blending light and heavy variations of the motion sequence based on the determined weight of the object that was picked up.
In the next chapter, we will return to the enemies to demonstrate ragdoll effects.
As a physics effect, the ragdoll prefab is commonly used to simulate the physical properties of weight and force resulting in more convincing death sequences for player and non-player character objects.
Although these physics effects do not use the Mecanim toolset, they will complement our state machine by adding further realism to our enemy and environment in the game.