edited October 2014 in ORK Support
So I have a question about using Mecanim Animations.

When configuring the Jump Animation should it just play or should there be a trigger?

When configuring a fall and land animation, should there be a trigger or played?

I'm trying to follow the tutorials which are aimed for Legacy animations and I see that the legacy animator has a fall and land animation.

Also, will Ork use Blend Trees?

Will they only work with States and nothing more advanced?
  • Also is the layer weight what determines if an animation overrides the others in ork? Or is it the layer index?
  • I used that as a reference, but it still doesn't answer all the questions such as using Blend Trees. I suppose what the tutorial states is that ONLY walk, Run, Sprint, and Idle are Play and the rest uses parameters.
  • if your looking to go more in depth then you need to follow the unity ones this tut i made for people who wanted to ork to control the walk run idle states. but params will be a must if you want to call just certain animation with ork other wise you wont be able to call them the triggers are what ork uses in order to call them. if you looking to use blend trees wto mix with your idle run walk state you can but you will have to make sure to match your speeds in ork with the speeds you use in the blend tree.

    heres a link to unity mecanim tut http://unity3d.com/unity/animation
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  • ORK only sets parameters (or directly plays the animation) - the rest is pretty much up to your setup.
    So, blend trees and other stuff is completely up to you :)
    If you have complex animation stuff going on, you can use your own custom controller to do that and either only let ORK set parameters for things like attack animations, or let ORK call your custom controller's functions by setting your animations up as custom animations.
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