Create a new AnimBlendTree instance.
The AnimState that this AnimBlendTree belongs to.
The parent of the AnimBlendTree. If not null, the AnimNode is stored as part of a AnimBlendTree hierarchy.
The name of the BlendTree. Used when assigning an AnimTrack to its children.
The coordinate/vector that's used to determine the weight of this node when it's part of an AnimBlendTree.
The anim component parameters which are used to calculate the current weights of the blend trees children.
The child nodes that this blend tree should create. Can either be of type AnimNode or AnimBlendTree.
If true, the speed of each blended animation will be synchronized.
Used to create child blend trees of varying types.
Used at runtime to get the current parameter values.
AnimBlendTrees are used to store and blend multiple AnimNodes together. BlendTrees can be the child of other AnimBlendTrees, in order to create a hierarchy of AnimNodes. It takes a blend type as an argument which defines which function should be used to determine the weights of each of its children, based on the current parameter value.
The blend type is one of ANIM_BLEND_1D, ANIM_BLEND_2D_DIRECTIONAL, ANIM_BLEND_2D_CARTESIAN and ANIM_BLEND_DIRECT, each implemented by a subclass. Every child sits at a point on the parameter axis or plane, and the tree weights the children by where the current parameter values fall among those points. With
syncAnimationsset, the children's playback speeds are synchronized so that a walk and a run cycle stay in step while blending. Blend trees are described in the AnimStateGraph and built when it loads.