#Bug animation enemy use animationtree

9 messages · Page 1 of 1 (latest)

tawny badger
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Not really used to this kind of animation tree, but I don't see any possibility of going from state "Attack" or "Block" back to either idle, walk or hurt.

I believe this is where it becomes a spider web of connections. The reason why people either call it directly from code or use something more advanced such as a Finite State Machine or a different animation tree type.

long palm
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I fixed it

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the way to fix it is to just write one more function to reset the state

long palm
tawny badger
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Glad you solved it!
Well, for every state in the FSM it would be a node, could also create sub nodes.
But I really do prefer a blend tree.

long palm
long palm
tawny badger
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Smooth animations, nice!

This is the animation tree type I was talking about, it's a bit more complicated to work with on the code but it's visually easy to understand and doesn't create tons of nodes on the scenes