Tier 3
Series 204
204B: The Blend Tree
"A pilot does not switch from "Idle" to "Sprint" instantly. They accelerate. If you use code to swap clips, the movement looks jerky. A Pilot uses Blend Trees to mathematically mix animations based on velocity."
The Concept: Parametric Blending
Instead of playing a clip, you feed numbers into the Animator.
* **1D Blend:** Walk -> Run (Speed).
* **2D Blend:** Strafe Left -> Sprint Forward (Velocity X/Z).
* **Result:** Infinite variations of movement from just 3 clips.
* **1D Blend:** Walk -> Run (Speed).
* **2D Blend:** Strafe Left -> Sprint Forward (Velocity X/Z).
* **Result:** Infinite variations of movement from just 3 clips.
Red Flag Detected
The AI Trap: "The Hard Swap"
You ask the AI: "Handle walking and running."
// AI-Generated Code: Robotic Movement
if (speed > 5) animator.Play("Run");
else if (speed > 0.1) animator.Play("Walk");
else animator.Play("Idle");
This is "Snap Animation." The character looks like a glitching robot because there is no momentum or transition.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Pilot's Correction
Corrective Protocol
// Corrected: Fluid Motion // No If-Statements. Just physics driving art. animator.SetFloat(speedID, rb.velocity.magnitude);
Your Pilot Command
> A skilled Pilot directs the AI to use a Blend Tree. You command: "Map the velocity magnitude to a 'Speed' float parameter and drive a 1D Blend Tree."