Character root joint rotation and layered blend per bone

Hey Ray,

would you mind explaining me the “BlendDepth” a little more?

I’m currently looking into the CouchKnight Game and the Character uses a Layered Blend per Bone to blend between a Running animation and the Block animation.

The BasePose is the Running animation.

The first Branch Filter is spine_03 with a 3. Why the 3? I see that it stops the Animation from affecting the spine_03 although it is entered. Does BlendDepth tell at which Bone the Blend, coming from the entered one, starts? So taking one bone higher and entering a 2 would lead to the same effect?

The right upper arm bone has a -2. Why -2? Is there more to negative numbers or is -2 = -1 regarding the effect?

I hope you can give me some info about this (:

Kind regards

Cedric ‘eXi’