#AnimationTree Issues

1 messages · Page 1 of 1 (latest)

swift patrol
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I still dont understand what are you trying to achive

weary parrot
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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.

cloud lodge
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yeah I am trying to get my punch animation to override all of the other animations

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sorry, I should have said that from the start

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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

weary parrot
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So when you start/call an animation (like punching), stop other animations (like walking).

cloud lodge
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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

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then I made a blend2 node to blend the punch with the rest of the animations

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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

weary parrot
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A "normal" StateMachine should only have a single active state though

cloud lodge
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hmm

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you're correct about that for sure

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the bone filters dont work, I would have thought they would have

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oh wait lmao

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ah

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i fixed it, i forgot to enable the bones at the top lmfao

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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

cloud lodge
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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...