![]() ![]() You can still mask other layers, but any mask you apply to the first layer will be ignored.Īnimations in Additive should only affect transforms. The first layer (base layer, 0th layer, etc)'s Avatar Mask is ignored. This can act really weirdly if you do crazy things to bones in Additive, so try to keep it pretty minimal. In short, if you've got a transform that moves during locomotion, the Additive animation will "add" its animation on top. The Additive layer is special because it is always set to "Additive" blending. If you want to add an idle animation to non-humanoid bones- like a tail, ears, or etc- use Gesture instead! Additive is specifically for humanoid bones. ![]() The Additive layer is meant for additive transform movement on top of humanoid bones that are animated in Base- things like breathing animations that can "add on" to the Base layer. This is pretty complex! Take a look at the example Base Playable Layer to see how complex it can get.Īnimations in Base should only affect transforms, and all layers should be using Avatar Masks to ensure you're only affecting the appropriate transforms. Keep in mind that if you put something in here, you'll have to redefine your locomotion animation states. It also includes animation states for jumping, falling, falling fast, crouching, and crawling, among other things. The Base layer contains locomotion animations, including blend trees for walking, running, strafing. That's great, but let's go into some more detail. Transform animations only.įX: Same as Gestures, but for everything that isn't a Transform position, rotation, or scale animation. Transform animations only.Īction: Full override, similar to AV2 emotes. You can also use this for "idle animations" like a wagging tail, flapping wings, or moving ears. Gesture: Things that get triggered by hand OR by the Expression menu. Transform animations only.Īdditive: Stuff that Base is already using, but you want to "add" to it- like a breathing animation. What do these Playable Layers do? Here's the short version:īase: Stuff that should always play, react to movement (like locomotion), or the locomotion state of your avatar (running, falling, crouching, etc). Do not use any other type of controller- you will run into errors or will be unable to upload the content. We only support the use of Animation Controllers in Playable Layer slots. This may work for some setups, but it is very poor practice and will cause major issues as you expand the functionality of your avatar. This means that there is no reason to add any additional animators on your avatar.Īs an aside, you should never use the same controller in multiple Playable Layers. This Animator is the root, main animator of your avatar, and you can control any part of it. When you are running VRChat and you're wearing (or viewing) an Avatar 3.0 avatar, all of these Playable Layers are put together into a combined Animator. Depending on how you learn and iterate on things, it might be easier for you to use and edit these default layers to figure things out! We have example Playable Layers available in the SDK. ![]() For example, if something in Additive animates a bone (with 1.0 weight), and then something in Action animates that same bone (with 1.0 weight), the Action animation will take precedence. These layers apply in order- in other words, Base gets applied, then Additive, then Gesture, Action, FX. In other words, you've got five root animators to play with, and each of them can have several Animator Layers. Each of them takes a Unity Animator, and they layer on top of each other. In the Avatars 3.0 Avatar Descriptor, all humanoid avatars have five buttons: This document is written with the assumption that you know a bit about Unity Animators. ![]()
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