Okay, so I've been working on a first person controller. You can run or just walk. When you walk or run, the animation looks fine. It's when you try to run immediately after taking out your gun. The running animation basically jumps to the animation, rather than crossfading to it. It doesn't do this when I'm walking and switch to running. Only after taking the gun out. It also happens when jumping too. The animations kind of glitch back and forth, rather than crossfading like I wanted.
This will make MUCH more sense after you watch this video:
Sorry about the bad quality. I can't play with high graphics while recording.
Since the code is way to big to post here, I'll just post the code that manages all the movement animations.
Any help would be extremely appreciated. Thanks
My suggestion is to do some simple tests to see if your logic is wrong or if your way of handling the animations is wrong. For example put 'Debug.Log("Crossfading");' after the actual animation code and that will give you a debug message if your logic is going through the way you think it should.
You may also consider adding a time to the crossfade as the second argument because that will make the crossfade happen in a set amount of time instead of waiting for the other animation to finish as much. Also keep in mind if you're calling the crossfade animation several times that's going to likely confuse the system so it will be crossfading repeatedly.