Essentially my goal here is to have a character who can:
- Run around (from a Stand/Walk/Run blendspace)
- Swing a sword
- Raise his shield
- Do any combination of the previous 3
So lets say he’s running and I press Shift and he raises his shield, while still running. Then, if I also LMB click he will stab around his shield (which is still being held / shift is still pressed).
If I import an animation of just one arm raising a shield, another animation of just the other arm making a stabbing motion, and then a final one of his waist + legs running will that be enough?
I guess the meat of the question is what type of Persona blueprint can handle combining them better; do I set up a state machine with a state for each possible combination, or do I set up a blend based on some variables that feed into the anim BP? (Sort of like “ShieldIsRaised = True” then it would blend that arm animation into the final)
I would love to get some insight into this before I spend X amount of time to realize I did it in an inefficient way and start kicking myself.