🕒 5 Minute Read
Last Updated: Oct 4th 2023
Animated Animator Parameters (AAPs) are Animator Controller Float Parameters that can be modified by animation clips in that same Animator Controller. This allows logic that isn’t possible without them. This article will go in depth on how to make and save AAPs, while their advanced uses will be explored more in the Advanced Blend Tree Techniques page.
To make an Animated Animator Parameter:
[Name OF Your AAP]in the animation window
How to add an AAP for the
Example AAP Float to the
From here on, it behaves just like any other animated property, except for that it always reverts back to the default value when not animated, and you’re not able to change the value by hand as long as an AAP animation exists in the controller.
In play mode, AAPs are greyed out and can’t be changed except for being animated, and therefore won’t be affected by PhysBones, Contact Receivers, or your Expressions Menus.
There are some problems with AAPs:
AAPs get reset to their default value when not actively animated.
However, there are multiple ways to save an AAP after leaving the animating state, which are outlined below:
<aside> ⚠️ These layers have to be put above the other layers animating the AAP, otherwise it will overwrite the animations changing it
<aside> 💡 By using an animation which animates a different AAP, these methods can be used to copy AAPs too
Since AAPs are floats, they can be used as Motion Time parameters. Make an animation that sets an AAP from 0 to 1 over time, and set both tangents to
Linear. By having a layer containing a single state with this animation clip, with the motion time set to the AAP’s float, the AAP will be re-animated every frame and saved.
For example, if the parameter value is 0.5, it will play the middle of the animation clip setting the value to 0.5, reinforcing the parameter by continually animating the AAP.
An example of saving an AAP using a Motion Time animation clip