#4 direction animation, StateMachine with BlendSpace2D. Flicking, and Blend not working
18 messages · Page 1 of 1 (latest)
BlendSpace2D? What even is that?
did you hook up all states for every up,down,left,right?
doesnt look like that
It's something that you can add to a state machine on your animation tree element. It enables you to change the animation direction without hooking up states like you asked.
can i see the config of that
there's a different animation for each point of the axis
Yeahhh im confused too as i never worked with animations before
do you get any warnings from this?
animation_tree.set("parameters/Idle/blend_position", input_vector)
it looks fine though..
I guess you already checked if the value changed, right?print(animation_tree.get("parameters/Idle/blend_position"))
maybe you could get an idea by checking the state while running the game via the remote view?
that print returns (0, 0). I don't know why it isn't being updated to input_vector
I really didnt work with blend states a lot.. but is the Red Walk state an end state? Maybe try to use a normal state here?
It's not an end space, it's a BlendSpace2D...
The state is switching correctly, it's this value right here that's not updating
Weird. I tested this locally and it did work. You copied the path from the Inspector, right?