Walking Animation Blendspace directions
I'm adding new motioncapture animations to my fighting game project. I've run into an issue with my walk blendspace animations.
My game uses a shared camera with each actor looking at each other. The second players animations are not activating correctly. For example when moving backwards, its playing the forward animations. The first players animation seem to be activating correctly, but they could use some work.
What I have so far:
What would be the best way to implement the blendspaces so that regardless of where the character mesh is facing it will always fire the correct animations? Should I be using Input axis values to determine which animation to fire?
Thanks in advance, SamuelB
asked Jan 10 '18 at 02:37 PM in Blueprint Scripting
OK, I was able to fix the Directional issue by using similar calculation supplied by Jin_Ve in this post: https://answers.unrealengine.com/questions/738222/ai-check-which-direction-bot-is-moving.html
I created a function that calculates the correct direction of the players. For example, if a player is moving Backwards relative to the enemy player. the forward value will be between 0 and -1 etc. As for the blendspaces, I'll make another question if needed to keep this thread as short as possible and not getting side tracked too far.
Thanks again Jin_ve for your input!
answered Jan 11 '18 at 03:22 PM
Try to get somewhere and if you're still stuck, let us know.
answered Jan 10 '18 at 02:55 PM
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