Tier 3 Series 204

204C: The Override Layer

Pilot Record
Student Profile
"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.
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."
Next Mission
The IK Link