Changes the weight of an animation, with the optional fadeTime parameter determining how long it takes for
AnimationTrack/WeightCurrent to reach
When weight is set in an
AnimationTrack it does not change instantaneously but moves from WeightCurrent to
AnimationTrack/WeightTarget. The time it takes to do this is determined by the fadeTime parameter given when the animation is played, or the weight is adjusted.
WeightCurrent can be checked against
AnimationTrack/WeightTarget to see if the desired weight has been reached. Note that these values should not be checked for equality with the == operator, as both of these values are floats. To see if WeightCurrent has reached the target weight, it is recommended to see if the distance between those values is sufficiently small (see code sample below).
The animation weighting system is used to determine how
AnimationTracks playing at the same priority are blended together. The default weight is one, and no movement will be visible on an
AnimationTrack with a weight of zero. The pose that is shown at any point in time is determined by the weighted average of all the
Poses and the WeightCurrent of each
AnimationTrack. See below for an example of animation blending in practice.
In most cases blending animations is not required and using
AnimationTrack/Priority is more suitable.
The weight the animation is to be changed to.
The duration of time that the animation will fade between the old weight and the new weight for.
AnimationTrack Change Weight
This code sample includes a function that changes the weight of an AnimationTrack and yields until the weight has changed to the new target weight.
The purpose of this sample is to demonstrate how the fadeTime parameter of AnimationTrack.ChangeWeight works. In most cases, if a developer wishes to yield over the fadeTime it is recommended they use wait(fadeTime).