Penguin Action Toolkit
  • 🐧Welcome
  • Guide
    • Step-by-Step Guide
      • Step 1: Install PAT
      • Step 2: Tutorial Scene
      • Step 3: Character - Action States
      • Practice 0: Add an Input Tag
      • Step 4: Character - Tags
      • Practice 1: Combo
      • Step 5: State Modifiers
      • Practice 1.1 & Ex: Grant Tag Mod
      • Step 6: Animation Montage
      • Step 7: Trigger Animation Event
      • Practice 1.2: Back to Grant Tag Mod
      • Step 8: Animator
      • Step 9: Attributes
      • Practice 2: Cost HP
      • Step 10: Effects
        • Step 10.1: Hitbox & Hurtbox
  • Definition & Inspector Detail
    • Actions
      • Action State
      • State Modifier
      • Move Set
    • Tag
    • Attribute
    • Effect
    • Player
    • Input
    • Locomotion
  • Tutorial
    • Installation
    • Contents of the Assets
    • Character
      • Create a Character
    • Set Up Player
    • Create a new Tag
    • Create a new Modifier
    • Use Attributes
    • Effect
      • Create an Effect
      • Apply Effects
    • Animation
      • Animatior Controller
    • PAT Manager
  • Beneath the Feathers
    • The Other One
    • Help on the Way
    • Victim or the Crime
    • Unbroken Chain
  • PAT Game Jam
    • Save the Penguin
    • Schedule
    • Terms & Conditions
  • FAQ
    • Change to Your Own Model
Powered by GitBook
On this page
  • Goal
  • Dynamic State Machine
  • Weight
Edit on GitHub
  1. Guide
  2. Step-by-Step Guide

Step 8: Animator

PreviousPractice 1.2: Back to Grant Tag ModNextStep 9: Attributes

Last updated 6 months ago

Goal

  • Understand how PAT controls animation.


Dynamic State Machine

As we mentioned earlier, PAT uses a dynamic state machine to control the character.

You do not need to connect all your animation states in the animator to make transitions. It keeps the animator simple and clear. You only need to put them on the correct layer, then call it from the Animation Montage Mod.

Weight

This is more of a Unity problem instead of a PAT problem. However, we have seen questions about this so it might be better if we mention it here.

Each layer in the animation has a weight. You can see that by clicking the gear icon. When a new layer is created, Unity sets its weight to 0. This means other layers will override it. Don't forget to change that.

Weight