I am having an issue with blending two animations or rather I think I am heavily misunderstanding how it should work.
I have a whole AI enemy setup. The enemy is Medusa with more snakes ( one whole mesh, everything has it’s own bones ). I have it setup after it does it’s entrance animation, to do an attack. What I wanted to test is, during that attack of lets say snake 1 ( It has an attack animation for its bones specifically, while all the other bones keep the idle animation. This was done manually, each bone animated by hand basically, not a blending technique ) I wanted for snake 2 to do it’s own attack( The same setup as the other snake ).
What I tried so far was put the snake 2’s animation in it’s own group slot, while snake 1’ animation is in the default slot and then setting up they layered blend per bone after a tutorial. Problem is, whenever I call “Play montage” for snake 2’s animation, it just stops the first snake’s animation.
I will be attaching photos, as I feel I am not really good at explaining it.
After some thinking, from my very limited knowledge, I think it might be because the snake 2 animation fully overrides everything? But I thought “blend depth” is exactly for that.
Any help is very appreciated.
Nevermind, I figured it out.
So what I THINK I figured out, is that a mesh can’t play two animations from the same Montage “Group”. So even if I had my initial animation it’s own Animation Slot and the animation I wanted to play in another Animation Slot, that was not enough.
Both of them had to be in different Montage Groups.