Animation Graph becomes unwieldy - Blend Walk/run with Crouch, Prone, Idle?

@KeyC0de Here’s how I have my blendspaces setup. It will require a little work to set up but in my opinion it’s worth it.

Blendspace grid …

  • Top half is forward direction (forward left | forward | forward right)

Movement Input setup …

  • Store the axis values in float vars to be referenced in the anim BP where the position will be determined.

Movement Speed (walk, jog, sprint) is set after movement input is executed.

  • My setup has multiple speeds based on armed state (armed/unarmed), locomotion state (standing, crouched, prone …eventually swimming etc)

Anim BP … simplified for post clarity

Sequence (Then 2) → SM State (function) …

  • Simplified logic for post clarity.

Sequence (Then 2) → Animation Axis (function) …

  • Convert movement axis values (Axis X, Axis Y) to blendspace graph position.

**Animation Graph … **

State Machines …

  • Entry connects to an “empty state” which transitions to a “Conduit”. The conduit offers transitions to 3 Blendspaces. Standing, Crouched, Prone.

  • Entry → Stance transition rule … for this I’m using (isEquipped? NOT) for the unarmed SM, and (isEquipped?) for the armed SM.

SM State blendspace …

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