Tier 3
Series 204
204C: The Override Layer
"If you want the pilot to wave while walking, you shouldn't make a "WaveWhileWalking" animation. That leads to thousands of combinations. A Pilot uses Avatar Masks to play "Wave" on the arms while "Walk" plays on the legs."
The Concept: Animation Layers
Unity allows you to stack animations.
* **Base Layer:** Movement (Legs/Hips).
* **Action Layer:** Combat/Gestures (Arms/Head).
* **Avatar Mask:** Defines which bones the Action Layer is allowed to touch.
* **Base Layer:** Movement (Legs/Hips).
* **Action Layer:** Combat/Gestures (Arms/Head).
* **Avatar Mask:** Defines which bones the Action Layer is allowed to touch.
Red Flag Detected
The AI Trap: "The Combo Clip"
You ask the AI: "Allow the player to shoot while running."
// AI-Generated Code: Asset Bloat // The AI suggests duplicating the Run animation // and manually animating the arms into a shooting pose. public AnimationClip runShootClip;
This is "Combinatorial Explosion." If you add a "Crouch" animation, you now need "CrouchShoot" too.
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: Modular Animation // Layer 0: Run (Legs) // Layer 1: Shoot (Arms) animator.SetLayerWeight(upperBodyID, 1f);
Your Pilot Command
> A skilled Pilot directs the AI to use Masks. You command: "Create an 'UpperBody' layer with an Avatar Mask blocking the legs, and play the Shoot animation there."