Starting animation requires an Idle animation and a Move animation
The principle is to use difference for fusion
Variable | Explain |
---|---|
Sufiix | Name of the generated animation sequence |
NumToStartFrame | The number of fusion frames from Idle to Start (usually 3 frames, with a minimum of 2 frames) |
AnimType | Animation type, can choose from four directions: front, back, left, right |
SpeedCompensate | Root speed compensation |
EnableIKFoot | Lock the leg direction of the fusion frame from Idle to Start |
ThighBoneName | Thigh bone name for IK |
BallBoneName | Foot bone name for IK |
IdleAnim | Idle Animation |
MoveAnim | Can be animated as Walk or Run, which will be integrated with Idle animation |
StartFrame | The starting frame of MoveAnim is usually fused using a frame close to the leg of the idle, which determines the fusion effect |