I think I am beginning to understand this problem, after reading some similar questions, but they were old. So, I'm asking again to see if there's an updated answer based on v4.6, or perhaps v5.0 has something interesting I should consider.
I have a 2D game, and I am animating the transforms of UI elements for some menus. The default state is an empty state, and then I fire a trigger to animate the UI, moving them around the screen. After the animation is complete, if I transition back to my empty state, all the UI elements revert back. This makes sense to me and should be expected behaviour.
However, when I was reviewing the Root Motion tutorial, it talked of animations applying a delta of change to the current transform. Does this only apply "in-state"? Ie: in the current animation state? And, if we changed to another animation state, would the delta concept no longer apply?
Basically, can I create the following scenario using animations?
1) Element E is at the origin (0, 0) and in Animator State S1.
2) I trigger animation A which moves the Animator to State S2.
3) The animation moves E to (100, 0)
4) Animator returns to S1.
5) Trigger animation A to go to S2 again.
6) The animation moves E along X-axis 100 units.
7) E is now at (200, 0)
Can this be achieved using an Animator Controller?
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