Is there any way currently to use Animation layers from Unity as Additive Animation layers? E.g. a product has an animation for opening a panel, and an additive animation layer on top of that manipulates a piece of that panel while it stays open?
is it possible to do layers or blending in your scripts (even tho i know it’s not possible in unity editor) - or it’s not available there either? Struggling to figure out how to only use one layer and still use AnimatorController with example i gave above
that’s actually exactly what ive been trying to understand all day hahah - will keep at it thanks. Just as a note: found this great example in threejs that does what i want: three.js examples
however, the issues arise due to interactions with Unity editor. Trying to figure out how to do that same threejs functionality when several values are passed as public object through unity editor gets confusing
do you all have any idea how to get multiple animation clips from unity editor to ts file? whenever i try this, it only gets the main animation clip - it doesnt see any of the animation clips in the array of them
and do whatever you want with the clips then in the three.js side (e.g. our Animation and Animator component spin up three’s AnimationMixer to play and blend clips etc.)
I think what was suggested is that the „animations“ array of our Animation component does always only contain one element and not the array set in Unity, but I haven’t looked at it yet