So I have this simple issue. Near 0 speed the legs do these short chicken steps:
That gif is recorded from my 1D blendspace where I move the speed from 0 to maximum (from idle to walk to run) and then back to 0. In my animation blueprint I’ve set minimum speed to 10. I have three animations set up: one for idle, one for walk and another for run. Plus the same for rearwards movement.
Is there way to control how the animation blends from idle to walk so it takes longer steps? My assumption here is that because it linearly interpolates between stationary and walk all the animations are scaled from 0 to 1 between those two states for every speed. Is there way to make that interpolation nonlinear for example? Or use some other technique?
Or do I just need to make new animation for really slow speeds (which is two animations, one for forward, another for backwards movement)?