Expanding the Animator Controller:
2. Mask and Blending
3. Initial State
4. State Script
The Reactive Rider Animator controller has several layers. However, most users will only need to work in the "Normal Animator Base" layer, and, expect for a couple requirements due to the nature of the horseback riding position, this layer can be treated in a similar way to any other animator controller.
2. Mask and Blending:
The mask defines which parts of the characters armature are affected by the animation. By default, the "Normal Animation Base" has a mask that filters animation movement to the upper body. For example, if you were to play a normal running animation in this layer, the chest, arms, hand and head would move, but the legs would not move.
By default, the blending is set to override. This will override the rider's forward lean and chest twist. If you wish to blend your animation with the forward lean and chest twist set the blending to "additive". Note: your animation must allow additive blending.
See the Unity documentation for more information on blending.
3. Initial State:
The initial state in the Normal Animator Base layer is actually a null value. This is intentional since the default riding position relies on IK and not a specific animation. When IK is enabled, a null motion value in any state will be the equivilent of a horseback riding animation.
4. State Script:
In order for animations to play properly, hand and forward lean IK must be enabled and disabled based on the Animation State. The "RR Set IK" script handles this.
The RR Set IK script has 3 parameters:
This script is called on the start of the transition into the state.
Hand IK Is Enabled
Whether Hand IK is Enabled in this state: true or false.
Forward Lean is Enabled
Whether Forward Lean is Enabled in this state: true or false.
State Change Time
The time in seconds it takes to enabled or disable IK. A Low value will cause a snapping appearance. This is your blend factor for transitioning in and out of the riding state.