Backwards movement animation is wonky

So I’ve been following a bunch of different tutorials for setting up walking animations, and I went ahead and made my own animations through Blender just for practice. One thing I’m noticing, though, is when I walk backwards, if I move left or right while walking backwards, or even looking up and down while walking backwards, it seems to briefly play the forward walking animation before snapping back to walking backwards. Moving forward, left, and right is various directions works perfectly fine, it’s only when walking backwards. Any ideas on how to fix this?

WonkySwordWalk

Hey @Kryllic!

Can you use the blendspace preview to see what’s happening at these points?


Also, it would be strange for this to fix it but… try putting the “Set Direction” before “Set Speed.” Because what it seems like is it’s getting “300” for speed, putting that in, starting animation, THEN inputting direction, but that should be so fast you wouldn’t notice…

Give that a try and let us know how it goes!

I switched the Direction and Speed nodes and sadly, no change :frowning:

As for the blendspace, it’s a smooth transition between the “Left/Right” to the “Back” animations. But, I’m now wondering, could it be that when I’m moving backwards, the animation has to jump back and forth between the 2 Back anims when I switch from moving left-back to right-back?

So like the animation is taking the path of the red line, and essentially “pinging” each animation node, rather than a jump that would follow the blue line? Could that be the issue, or am I thinking way too much into it? lol

What is the weight speed set to in the sample smoothing section of the blendspace? A default value of 0 can cause jerky blends like that. If that’s not the case, might also try ticking the wrap input box in the horizontal axis settings. This shouldn’t be a problem in standard blendspace, but I have had issues in aimspaces where going from one extreme to the other would freak out because the poses were fighting each other.

The “Wrap Input” on the horizontal axis fixed it! Thank you so much, I was just starting to think it was because the anim blendspace was jump back and forth and “pinging” the other animation nodes. Have that wrap worked :slight_smile:

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