The options below are common to both 1D and 2D blending.
You can alter the “natural” speed of animation clipsAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
See in Glossary with the animation speed number fields (the columns with a clock icon). For example, you can double the speed of a walk clip by specifying a value of 2.0.
Select Adjust Time Scale > Homogeneous Speed to rescale the speed of each clip in the motions list relative to the minimum and maximum values. This preserves the initial relative speed of each clip. Note that Adjust Time Scale is only available if all the clips are animation clips and not child Blend Trees.
Enable the Mirror checkbox to mirror any humanoid AnimationAn animation using humanoid skeletons. Humanoid models generally have the same basic structure, representing the major articulate parts of the body, head and limbs. This makes it easy to map animations from one humanoid skeleton to another, allowing retargeting and inverse kinematics. More info
See in Glossary Clip in the motions list. Mirroring uses the same animation as its unmirrored original without doubling the memory and space.
However, mirroring an animation in a blend tree does not create a fully symmetrical animation. Unity automatically adds offsets to ensure that run cycles, walk cycles, and animations such as footsteps are blended correctly with other animation clips and blend trees. For example, if your blend tree has a humanoid running left, and you enable Mirror to switch the humanoid to run right, the foot cycles need to match so that the left foot touches the ground at the same time. This ensures that the mirrored Blend tree correctly blends with surrounding clips and other blend trees that have not been mirrored.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.