I am trying to create different hand animations for my characters hands (Third Person BP) depending on what kind of objects it holds. I have an Enum with different states (Grip Cube , Grip Sphere, Grip Small etc…). What I’m trying in the animation blueprint is overwriting the hand animations after the locomotion state with a different hand animation using Blend Poses by Enum. I have a separate animation montage for each Grip Sphere, Grip Cube, etc… hand poses. In these montages I set up one slot for the given montage. So I have GripCube slot, a GripSphere slot etc… Then I try to use these slots to blend the animation with rest of body using the following BP:
The problem is the character is not using the animations assigned in the slot, but it’s always the using the same closed hands animation, I guess it’s coming from the third person character. When the enum state is ‘open’ or something not assigned in the blend by enum the characters hands are open. If I set it to ‘Grab’ or ‘Grab small’ it keeps using a closed hand animation, not the ones I specify in the slot.
What am I doing wrong here? I guess I’m completely wrong about how to use animation slots.
From the locomotion state I save a cache[FONT=courier new] [default cache] -> [blend right hand] -> [rhand cache] -> [blend left hand] -> [lhand cache] -> [final output].
in the layered blend, try changing the name to a parent bone (forearm_r probably). From my experience, Layered Blend per Bone ignores the bone you set it and only influences its children.
I have the same issue, if I set the enum value to the fourth value, it runs the fifth one for some reason. If I set it to the fifth it runs the default pose instead. ???
Pause the active debug and double check the enum value.
Chances are it isn’t set correctly.
The other issues with the blend are usually due to the blend settings, so the timing and the blend amount being 0 instead of 1.
It’s a blend, so it has to be told what percentage you want blending on.
It’s not an Override like the OP was attempting to use this for - though it can be used that way if you blend at 1 (he appears to have had that part set right) but his issue was that double setup.
You really want some Blend Poses By node to work direct on the coached pose as the default
Then you force the change to that default cache by whatever (bool enum etc).
Then, you test it as it comes - if the whole animation is changed, only then you filter the original cached pose again in a blend by bone to only affect the correct bone chanin.
Matter of fact, copy from montage setups rather than from this.