Motion Weave
Motion Weave is a separate module for Game Creator 2. It is highly recommended to use it together with the Full Body Awareness Controller.
Get Motion Weave on the Unity Asset Store
Why Use Motion Weave
The biggest reason is the Blend Space. If you combine Game Creator's Walk or Run locomotion with an aim state, like the AK aim state, the weapon moves around when you strafe. The strafe animation turns the hips and spine, and the aim pose turns with them.
With Motion Weave, set the state's Blend Space to Keep World Direction. The aim pose then keeps its direction while you strafe. This lets you blend almost any walk or run animation with Game Creator's aim animations, and it still looks good.
The second reason is blending per body part. Game Creator blends layered states with avatar masks, so a bone gets all of the layered animation or none of it. Motion Weave lets you choose how much each part of the body gets. For example, the arms can use 100% of the aiming pose, the torso can use some of it, and the legs can use 0% so they keep the walk or run animation underneath.
What the Examples Use
| Example | Locomotion |
|---|---|
| Shooter 2 Example (Motion Weave) | Game Creator's Walk and Run locomotion states, combined with the aiming animations through Motion Weave states. You can switch between walking and sprinting. |
| Combined Example | The same as the Shooter 2 Example (Motion Weave), plus a sword that also uses Motion Weave. This is the same setup as the itch.io demo. |
| Shooter 2 Example | Shooter 2's default locomotion, which only has a slow walk. |
If you have Motion Weave 1.3.0 or later, install the Shooter 2 Example (Motion Weave) or the Combined Example. See Examples on the Getting Started page.
What Motion Weave Adds
| Feature | What it does |
|---|---|
| Blend Space | Keep World Direction keeps the layered pose facing the same way while the locomotion underneath turns the body, like when strafing. Match Animation turns the layered pose with the body. |
| Body Regions | Set a blend weight for the Body, Head, Arms, Legs and Fingers, instead of only blending by avatar masks. |
| Direction Weights | Use different weights for Idle, Forward, Backward, Left and Right. Diagonal movement blends between them. |
| Pose Corrections | Move a hand, an arm or the head a little at runtime. The animation clips are not changed or baked. |
| Multiple Overlays | Run several overlay states at once, each on its own layer. They can be started, stopped or replaced on their own. |
| Workspace | Preview and adjust body weights, direction weights and pose corrections in Unity. |
How the Examples Use It
In the Shooter 2 Example (Motion Weave):
- Picking up a weapon starts that weapon's aim state on overlay layer
10. It stays on while the weapon is held. - The aim states use Keep World Direction, so the weapon stays steady while strafing.
- The arms use the full aiming pose. The spine and chest use about two thirds of it, and the head a bit less. The legs and hips use none of it, so they keep Game Creator 2's locomotion.
- A reload starts a reload state on overlay layer
11in the Reload's On Start, and stops it in On Finish. The aim state keeps running underneath, so the weapon goes straight back to the aim pose when the reload ends.
Tips
- If you use a Motion Weave state while standing, keep its leg and hip body parts at
0weight. Turn In Place moves the feet and needs the legs to come from locomotion. - When a Motion Weave state is stopped at the end of a reload, give the stop a transition at least as long as the Reload's Transition Out. See Troubleshooting.
- Motion Weave has its own documentation, including a Game Creator 2 Shooter setup. See the Motion Weave documentation.