Animation it's very scare




Hi guys, I’m new here. I used to only sit in construct 2 and 3.
Help me, how do I connect animations? I made these through guides. Somehow it can be done if the character variable is health 10, then the animation was turned on. I’ve reviewed so many things, there are so few guides, and there are even fewer individual moments in animation, only running, jumping, and so on. If I had learned to connect animations myself when I needed to, learning would have gone faster, now I’ve been sitting for 4 hours and thinking about it.

You’re on the right track using locomotions, let’s see if I can help you get more comfortable using animation blueprints.

To start making your animation blueprint more organized and efficient, you can have seperate locomotions for things like “ground movement”, “air movement”, and more if you wish. This way, you can eliminate the complexity in that first image . That node you used there is usually for other purposes, but let’s not go off topic.

In the main anim graph, you can create a “main” locomotion as well and plug that in the out pose. Surely it’s up to individuals to choose their own way of doing things but I recommend plugging only that main locomotion in there, and maybe control rigs if you have any on that lineup. We can work on transitions between different locomotions inside that main locomotion.

So about your second image, as I said earlier, you can seperate those states by having dedicated locomotions for them. I think inside that “move” state there’s ground movement. Like I said, there are different ways to do things here but I like having a matryoshka of locomotions, the most core ones being deeper inside. What I mean by that is, you can have the air movement as the entry of the main locomotion and have things like aiming, shooting and others connected to it. Inside the air locomotion, you can have the ground locomotion as the entry, while having the other states of the air locomotion connected to it like jumping, falling etc. And inside the ground locomotion, you can have your idle animation as the entry and have other stuff like moving ans crouching connected to it. Is it more clear what I’m trying to say right now? You see you can’t be on the ground while falling so it’s deeper inside this locomotion matryoshka as I call it. Though you should still be able to shoot while you’re in air so it should be higher priority than the air locomotion.

As for your last image which is takes from the event graph of your animation blueprint, you can use that to set variables that will be used to determine the transition conditions in your animation graph.

It is understandable that you’re confused about this, as different individuals have different approaches on this and it can become such a mess after trying to copy many turorials. But I hope I was able to show you my view on it while leaving no place for any confusions.