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Mesh Slicer: Blend Tree

Creating the Poses

Upon initiating ”Slice Mode” the character assumes a pose. When rotating the plane, the character blends to a different pose.

 

Firstly, I acquired the model and its animations from a site called Mixamo and got the Katana model from Unity’s asset store. In order to have the character blend to different poses i first needed to create the poses by hand. I ended up creating 8 different animation clips with a single frame by hand where the character assumed a different pose with the katana.

slice poses.png
Creating the Poses
blend poses editor cropped

Blend Tree

Then I added these poses to a Blend Tree which you could blend between the different animation clips depending on what parameters you use. I created two floats x and y between the values -1 – 1 to act as coordinates on when to blend to a specific pose.

Blend Tree
Point of Reference

Adding a Point of Reference

To acquire these coordinates, I created a gameobject within the plane with an offset from the plane's center. By using the gameobjects local positions x and y values relative to the plane’s parents transform yields the appropriate coordinates for the blend tree to function.
 
Now when the character moves, the plane rotates!

To move the arms to the opposite side from where you slice from I just flip the coordinates of the reference position.

That’s it for the Blend Tree section!

Github

Mesh Slicing

Intersection Shader

Blend Tree

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