Aimoffsets and Blend Spaces blended toether

Hello,

I have some questions on what is possible and what would be best practices for setting up player character animations. I started with a rifle stance and using the examples proved in the shooter and looking at Owen, it was easy to put together the basics of animation to replicate those with my own animation. But when I add a pistol Aimoffset it doesn’t play well with the rifle run/walk/idle Blend Space.

Is there a way to have one animation take primacy over an entire section of the skeleton, say arms or upper spine joins and arms, etc rather than blend? At this point it seems best practice would be to have a set of run/walk/idle animations for each blend space that reflects the same weapon as the AimOffset. So a set of pistol runs and walks and pistol aims, a set of shoulder-fired RPG run/walk and a set of Aimoffset, etc.

Or would it be possible to have a set of run animations with a generic, vague pose for the arms that works with any Aimoffset I can come up with?

Quick bump. Any help would be appreciated!

Any answers or enlightenment would be appreciated. I’m kind of stuck until I can figure out which is the best way to proceed.

Can no one even offer some advice? :confused:

Not too sure what you’re talking about regarding your pistol blend not working with rifle.
You should have a 1D or 2D blend to handle locomotion, along with other 2Ds for the upper body blends.

You are using a blend by bool to swap from one state to the other right?

How I would do it is have some code in the event graph that tells which weapon type is equipped. That would flag a bool value and I’d use that to swap the upper body blends.

I first had a generic empty-handed run loop similar to the Third Person Template generic run. When I blended a pistol stance aim with it the arms for the pistol aim would waver and move as if they were blended with the arms from the run loop, pumping like a runner would. It was literally a blend between the two animations. What I would look for is that the hips down movement would be there 100% and the Spine up bones would use the Pistol Aimoffset 100%. But that doesn’t seem to happen.

you might want to have a look at the shooter game demo which has 2 different weapons and a blendspace for the aimoffsets

Actually I originally replaced the shooter demo animations with my own and that’s where I first ran into the problem.

Sounds like it’s not set to only effect the upper body.

How would I go about doing that?

Hello Hard-Boiled, I am also curious about this and came across your post. Have you been able to find a solution to this? if so would you mind messaging me with it. Thanks

This might help.

Keep in mind this is just one of many behind the scene playblast of me as the animator building a movement system for our coder who is coding a custom physics system and using YouTube as a whiteboard.

The updated BTS that since then have decided to build match sets of bland spaces as to movement behavior (idle > start > run > stop > idle) and interpolate the input.