#AnimationTree Issues
1 messages · Page 1 of 1 (latest)
I think he's trying to get 2 animations going at the same time.
Walking is fine.
Punching is fine.
Walking & punching is not fine.
If you check the video in the middle, you can see around 23s that issue.
yeah I am trying to get my punch animation to override all of the other animations
sorry, I should have said that from the start
in the video you can see the punch isnt overriding anything, its ahrd to tell though because I didnt have a print output for the punching function
So when you start/call an animation (like punching), stop other animations (like walking).
I think I mainly figured it out, what I had to do was create a state machine like this, unfortunate pentagram but appropriate for the hell im going though
then I made a blend2 node to blend the punch with the rest of the animations
and for the most part, that works. Weird things happen when I sidewalk and run at the same time, but ill take that over the other issues
A "normal" StateMachine should only have a single active state though
hmm
you're correct about that for sure
the bone filters dont work, I would have thought they would have
oh wait lmao
ah
i fixed it, i forgot to enable the bones at the top lmfao
i think this is important though because in the future I would like to change it to two different state machines incase I want to add a shield or short/ long range weapon, this will definitely help with differentiating upper body animations from lowerbody animations
yeah thats the biggest issue now for sure. statemachine is not the way to go because then the animations cant fade into each other how I want them to...