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.
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.
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