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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!

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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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