How do I make the animation of walk_ironsight(the fwd, bckfw, left,right) get skipped over or have a smoother transition when it goes into the next animation that is jog?
250 speed is the ironsight animations and 500 speed is the jog one. When the character is not aiming its speed is set at 500; meaning that every time it comes out of its idle animation it plays the ironsight animation. Is there a way to skip ironsight when the chaarcter is not aiming? Is it recommended to build a new blendspace for ironsight?
So typically you will set up a Layered blend per bone, going up the spine, that will change the top half of your animation to the “Other” anim (In this case, ironsights). So here’s a little documentation on that!
But yeah, you should probably pull the ironsights out of the blendspace.
Something else you could do, though! You could go the blend by bool option and set one of them to non-ironsights, and another to ironsights, so you will switch between the two. You’ll just have to have an “Aiming” bool on update in the animBP’s event graph!
If you have any issues with any of that, just let us know!