I've got 9 animations on layer 1 that I manually blend between for my enemy aiming at the player, each using the enemy's waist as a mixing transform. If I CrossFade, say, a full body turn animation that's on layer 0, it cancels my aiming animations. I have to re-enable them (via .enabled = true) to get them running again but only AFTER I call .Stop on the entire animation component (I can't even just call Stop( "TurnAnimationClip" ), it has to be a full .Stop() ).
Does anyone know why my blended animations stop running? There are many animations I'll need to play, such as a weapon reload or weapon fire. I don't want every possible animation canceling the aiming.
asked May 17 '12 at 10:12 PM
Check out the script reference: Animation.Stop() will stop all animations on all layers.
If it helps, Animation.Play() and Animation.CrossFade() take an optional parameter specifying whether they should stop or fade out all animations, or just the ones on the same layer. By default, both will operate on the one layer only.
Is there some reason you're calling Stop()? If your animations are layered, it seems like something you wouldn't have to do very often.
answered May 17 '12 at 10:32 PM