Motion Weave State
Blend Weight
Blend Weight is the main weight for the State Clip. It goes from 0 to 1:
0keeps the current locomotion pose.1uses the full State Clip pose.
Body Part Weight
Use Body Part Weight to choose which parts use the State Clip. The groups are:
- Upper Body: Spine, Chest, Upper Chest, and Head and Neck.
- Left Arm: Shoulder, Upper Arm, Forearm, Hand, and Fingers.
- Right Arm: Shoulder, Upper Arm, Forearm, Hand, and Fingers.
- Lower Body: Upper Leg, Lower Leg, Foot, and Toes on both sides.
Each value goes from 0 to 1. Upper body and arms start at 1. Legs start at 0, so a new State is an upper-body layer until you enable the legs.
Movement Weight
Motion Weave reads the Character's local movement direction. Set a separate weight for Idle, Forward, Backward, Left, and Right. Diagonal movement blends the closest directions.
Transition controls how quickly the movement weight changes from one direction to another.
The final weight for a body part is:
Blend Weight x Movement Weight x Body Part Weight
Pose Corrections
Use Pose Corrections when the animation needs a small adjustment. Add a target, then edit its Humanoid muscle values. Each correction value goes from -1 to 1 and is applied after the State Clip.
Entry and Exit
The optional Entry and Exit sections can play a short gesture when the State starts or stops. Each section can have:
- An animation clip.
- An Avatar Mask.
- Root Motion on or off.
The entry and exit clips use the transition value from the instruction that starts or stops the State.
Properties and Instructions
Properties changes Character settings when the State starts. On Enter runs when the State starts, and On Exit runs when it stops.
Motion Weave Mode
Open a Motion Weave State and click Enter Motion Weave Mode to preview it. Choose a Humanoid model, a locomotion state, and a direction: Idle, Forward, Backward, Left, or Right.