Yes. You can override your idle animation using a Status Effect. In this case, the status effect would be "Wounded" or "Dying" or whatever you would like to name it.
Don't forget that you can automatically apply that status value (and remove it) by checking for certain status requirements, e.g. in your case something like HP less than 20 %. This is done in Auto Apply Settings and Auto Remove Settings.
Also, you only need to override the animations that you want to change, e.g. the idle animation - you don't need to add all other animations as well. ORK will search for first animation to play looking in this order: status effects > equipment > combatant.
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Just add the animations to your animator controller like the others. Create a new Animations setting for the animations that should be overridden by the status effect which triggers those animations (e.g. through a Trigger parameter or simply using Play). Keep in mind that ORK can only override the movement animations (idle, run, etc.) if you let ORK handle those animations (using auto move animation in the combatant's settings).
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i add the animation ( dying ) in animator.. i set a trigger ( Dying_t ) then in my IDLE state.. i make a transition from IDLE to DYING_IDLE i set the transition from exit to Dying_t
then i copy my previous mecanim settings and replaced the idle with dying & use a parameter ( dying_t )
still not working..
in my case i only want to replace the idle animation with dying animation when the hp is low
dont go form idle state . go from any state to your dying state and then to idle and make sure the trigger is selected on the connection between dying an idle
Also, Dying_t is not the same as dying_t - case sensitivity :)
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This is done in Auto Apply Settings and Auto Remove Settings.
Also, you only need to override the animations that you want to change, e.g. the idle animation - you don't need to add all other animations as well. ORK will search for first animation to play looking in this order: status effects > equipment > combatant.
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Keep in mind that ORK can only override the movement animations (idle, run, etc.) if you let ORK handle those animations (using auto move animation in the combatant's settings).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
i add the animation ( dying ) in animator..
i set a trigger ( Dying_t )
then in my IDLE state.. i make a transition from IDLE to DYING_IDLE
i set the transition from exit to Dying_t
then i copy my previous mecanim settings and replaced
the idle with dying & use a parameter ( dying_t )
still not working..
in my case i only want to replace the idle animation with dying animation when the hp is low
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If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
i followed your instructions but it plays the dying animation even when my hp is full
i set the trigger( Dying_t ) between dying & idle
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