Hi ,
I am creating transitional animation in motionbuilder from my character , like it changes its state from idle to walking and walking to idle , on pressing and releasing of move forward key(W). So I have two walkstop animation ,when you release W , one from changing back to idle position when the front leg is left(walkstopL) , and one from changing back to idle position when the front leg is right(walkstopR) . I am creating two animations for this , because if you create single walkstop animation , it will be either from left leg to idle or right leg to idle , so in my walk animation , at 0% it starts from right leg , 50% it changes right to left , and 100% of the animation , it is back to its initial position , so when I release W while completing 50% of the animation , it will play walkstopL , else it will play walkstopR. Now , in my transiton state of anim blueprint , I can see that time remaining option appears , and based on that I can say it can enter this transition , but I want this in the walkstop state , not in the transition , so that I can blend between two walkstop animation based on the time remaining , or based on some other bool value , which is being set in the transition graph.
Now , I cant find the option to set a bool value if the time remaining ratio for walk animation is <0.5 , as Set option requires an input action , which can be placed in eventgraph , not in anim graph , so how do I set a bool value inside the walk - walkstop transitional logic. Also , if there are better ways to do this , kindly let me know.
I’m not sure of a way to set a value based on the time remaining, but the way I would do it is to set an Animation Notify inside the animation where I want the bool to change:
“If you wanted it to only be set once right before it transitions, you could do the following instead:”
Your solution seems to be good but it’s only working partially for me. Basically, it only works the first time I change the variable’s value (even in test mode inside the animation blueprint - Bool). After that, it stops working. When I look at the transition testing the value of this variable, it seems to be looping as if the variable is constantly being reset and it never goes to the next state. I’ve tested it with a log and the value is either TRUE or FALSE as expected and timed properly with the animation completing and not switching state non-stop - as what it looks like in the anim state. Any idea what might be causing this issue? I thought it could be related to switching OFF the multi-threading, but it doesn’t seem to have any impact. I’ve tested it with 4.27 and UE5 E2.