ドキュメント

Unity Engine


User Manual

Script Reference

Unity Engine


Blend two animation clips

Learn how to use a AnimationMixerPlayable to blend two animation clips.
読み終わるまでの所要時間 2 分最終更新 1ヶ月前

This example demonstrates how to use a
AnimationMixerPlayable
to blend two animation clips.
In this example, you select two animation clips (
clip0
and
clip1
). Before you blend the animation clips, you must wrap each
AnimationClip
in an
AnimationClipPlayable
(
clipPlayable0
and
clipPlayable1
). Use the
SetInputWeight()
method to dynamically adjust the blend weight of each playable.
You can also use a
AnimationMixerPlayable
to blend a playable clip with an animation controller.

Prerequisites

Before you use the
BlendAnimationClips
script in your project, your project must have the following:
  • A GameObject, such as a cube or a capsule. You don't need to manually add an Animator component to this GameObject. The
    RequireComponent
    attribute adds this component if it's not present.
  • Two animation clips that animate the properties of the GameObject. For the blend between the animation clips to be noticeable, use two clips that are different from each other. For example, one clip animates the position of the GameObject while the other clip animates the rotation.

Add and run the script

To use the
BlendAnimationClips
script in your project, follow these steps:
  1. Add a script component to your GameObject. Name the script file
    BlendAnimationClips.cs
    and use the following code:
    using UnityEngine;using UnityEngine.Playables;using UnityEngine.Animations;[RequireComponent(typeof(Animator))]public class BlendAnimationClips : MonoBehaviour{ public AnimationClip clip0; public AnimationClip clip1; public float weight; PlayableGraph graph; AnimationMixerPlayable mixer; void Start() { // Create the graph and the mixer, then bind them to the Animator. graph = PlayableGraph.Create("BlendAnimationClips"); mixer = AnimationMixerPlayable.Create(graph, 2); var output = AnimationPlayableOutput.Create(graph, "Animation", GetComponent<Animator>()); output.SetSourcePlayable(mixer); // Create two AnimationClipPlayable playables, then connect them to the mixer. var clipPlayable0 = AnimationClipPlayable.Create(graph, clip0); var clipPlayable1 = AnimationClipPlayable.Create(graph, clip1); graph.Connect(clipPlayable0, 0, mixer, 0); graph.Connect(clipPlayable1, 0, mixer, 1); // Play the Graph. graph.Play(); } void Update() { weight = Mathf.Clamp01(weight); mixer.SetInputWeight(0, 1.0f-weight); mixer.SetInputWeight(1, weight); } void OnDisable() { // Destroy all Playables and outputs created by the graph. graph.Destroy(); }}
  2. In the Script component, select the animation clips (
    clip0
    ,
    clip1
    ) for the blend.
  3. Specify a weight (
    weight
    ) for both clips. The script adjusts the weight of the first clip in relation to the second clip to ensure that the weight of both clips equals 1.0. For example, a weight of 0.2 sets the second clip to 20% weight and the first clip to 80% weight.
  4. Select Play to switch the Editor to Play mode.
  5. In the Script component, experiment with different weights.
  6. If you have installed the PlayableGraph Visualizer package, select
    BlendAnimationClips
    to display the PlayableGraph.

The PlayableGraph generated by the BlendAnimationClips script

Additional resources