x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Creating multiple state machines to handle different sets of animations

I understand the basic concept of a state machine and what it is used for. At least I think I do. The question I have is can you break up different phases of a characters animation into different state machines. So, for example I have a state machine that handles basic movement, but I would like to create others that handle things like combat or alternative movements. I know that I can combine all of these things into one state machine and use the conditional rules to get what I want, but it seems that over time this could get complicated and messy. I haven't seen any examples of a character that is setup this way, so I'm thinking it isn't the normal way to do it, but I wanted to ask just in case.

The anim graph does let you create multiple state machines, but like I said above, I've seen no examples of it in action. So, I'm a little unsure what the intended workflow is. Any help would be greatly appreciated.

Product Version: Not Selected
Tags:
more ▼

asked Nov 27 '14 at 01:08 AM in Blueprint Scripting

avatar image

Capt Underoo
16 4 6 8

avatar image Aquanasia Jan 05 '15 at 04:13 PM

I would be interested in this as well.

avatar image supersane Jan 05 '15 at 04:28 PM

Basically just did this part this weekend.

When I get home I will upload my anim blueprint, basically I followed this :

https://www.youtube.com/watch?v=Af-jsQFlLFU

up until the standard movement set ( run, idle, jump ) was completed, then I added extra Flipbook variables to the Enum and var list for the extra animations.

In my event graph I added a crouch ( you could do this for any new move / input ) input state and used it to set IsCrouched ( I tried to use the bIsCrouched but it didn't work right at first so I just made new var ) to true / false when pressed / released.

Then casted IsCrouched from event state into AnimationState, and used that to set the new Flipbooks. This works great, just trying to figure out how to dynamically set loop status now.

avatar image boosnee KRISHY Dec 31 '18 at 07:38 PM

Thanks man

avatar image jtsmith Apr 24 '15 at 08:20 AM

It's a pity that nobody has attempted to answer this :(

avatar image Macw0lf Apr 24 '15 at 11:58 AM

Agreed. :(

avatar image MickyNQN Dec 05 '17 at 08:16 AM

Me too v.v

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

supersane practically answered this. But you can create another state machine and put it INSIDE OF A STATE.

So you can nest the complications away and hopefully simplify things for your brain.

I'll expand on things a little more as it perhaps isn't as obvious as it seems. Each state has an output, called Final Pose. Everything you feed into final pose is the thing that's spat out of the state machine at the top and fed into the final final pose. Hopefully you understand that much about ue4's animation system, if not here's the documentation on the subject: https://docs.unrealengine.com/latest/INT/Engine/Animation/Overview/index.html

Taking advantage of this basic behaviour, we can put a state machine inside of a state to get more advanced behaviour. The state machine simply makes decisions based on variables and animation playback.

more ▼

answered May 06 '15 at 01:40 PM

avatar image

Ironsoul
71 4 8 13

avatar image Dasius1 Nov 23 '16 at 09:50 AM

Thanx! I didn't know this was possible and it works really well.

avatar image lSindra Feb 04 '17 at 01:33 AM

Wow, that's my first comment on the forum, just wanted to say that this is awesome, had no idea, and as things started to get more complex in the animation side of things, it was getting difficult, this really helped, everything looks so much nicer now ahaha, thank you.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question