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Add start,stop walk/run animation to the default character without root motion?

I'm learing Unreal ~1 week xD. I just done my dash animation and movement animations done and then when I'm look back what I have done, I realised the default mannequin doesn't has any start and stop animation. So I tried many way to add the animation to the character from edit blueprints, add animation to blendspace, new animation blueprint and I can't do anything xD.

I tried from Idle => Start walk => walk loop => walk end => Idle but nothing happen xD

please help me add start/stop animation to default mannequin character.

Product Version: UE 4.15
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asked Feb 21 '17 at 03:28 PM in Blueprint Scripting

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kuro0shin
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avatar image AllJonasNeeds Feb 21 '17 at 03:52 PM

I don't understand what your problem is. If you want an answer you may need to be more specific and descriptive.

avatar image kuro0shin Feb 21 '17 at 04:49 PM

It's how to add start/end walk to character

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3 answers: sort voted first

This is often done using a Blendspace, that blends between an Idle and a walking animation. This solution is used in the third person template and in Epic's youtube tutorial series.

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answered Feb 21 '17 at 04:54 PM

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AllJonasNeeds
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avatar image kuro0shin Feb 21 '17 at 05:08 PM

My question is how to add start/stop animation to the character xD. I know how to use bleds btween Idle and Walking animation, but I want to add 1 more animation when character starting to walk, just like the same as jumping animation, go from jump start => jump loop => jump end.

I tried from Idle => Start walk => walk loop => walk end => Idle but nothing happen xD

avatar image AllJonasNeeds Feb 21 '17 at 05:15 PM

Is a state machine what you are looking for? State machines are also covered in the tutorial series, that I linked above. Otherwise you can read about them in the Documentation.

avatar image kuro0shin Feb 21 '17 at 05:41 PM

Yeah! I already tried that out, but its didn't work. I created new variable call is walking, if true => start walk => ratio => walk loop => is walking not => end walk. I think the problem is I added set walk is the output off speed? So I changed its to : speed > 0.1 start walk => walk loop => speed = 0.1 end walk?

So I thinked my logic has some problem in there. I rather try out animation montage later, it's 00:40 here xD

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Well, my workflow for that is to implement that start->move->stop within a state machine. Take a look at this example:

alt text

So as soon as the speed starts to increase, I change to my Start, when the start animation finishes, I blend into my Sprint state, and when the player stops pressing the movement button I then make a transition to play the stop animation. One thing to be aware is that you may want to sync your animations, as they may have different lengths.

Take a look at Epics documentation about Sync groups https://docs.unrealengine.com/latest/INT/Engine/Animation/SyncGroups/

When dealing with sync groups, try to use sync marks to tell exactly how the animations are going to sync.

Take a look at Epic's stream about Paragon's animation techniques, it is really long but has some amazing knowledge to be absorbed there regarding to animation changes and syncs. https://www.youtube.com/watch?v=1UOY-FMm-xo

statemachine.png (33.7 kB)
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answered Feb 21 '17 at 08:21 PM

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Luiz Sotero
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avatar image kuro0shin Feb 22 '17 at 03:01 PM

AWESOME!!!! Thank you

avatar image Luiz Sotero Feb 22 '17 at 05:39 PM

No problem, hope that helps you achieve what you want :D

avatar image kuro0shin Feb 23 '17 at 11:48 AM

I just have done creating animation and now I'm still stuck wihen adding start walk animation. Please help me with the speed start you mentioned xD. So I must create a new note for making character start increase speed in animation bp or in character bp?

avatar image Luiz Sotero Feb 24 '17 at 12:23 AM

Sorry for the late reply :D So, what I do is: My start animation goes from idle, to a light run, to the start of the full Run..

And the transition is: Is the character moving? Generally true when any input is used, except when they cancel each other out, like Forward + backwards at the same time. If he is moving, is the speed > 0.01? If so, enter into the Start running animation. I almost never uses a Slope on speed to blend between animations, because animations like that lack Anticipation on movements.

avatar image nissekaka Oct 17 '17 at 07:45 PM

What are you using for the transition between the start and the sprint to make them blend between sync markers?

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any one can Video recording how use start stop animation ue4 ؟

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answered Dec 10 '17 at 09:06 AM

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omar324
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