I’m trying to add acceleration to my mech. I’ve tweaked the movement component settings so it perfectly accelerates and decelerates.
The issue is the Blend space when accelerating is wonky. Instead of smoothly blending into the walk animation, it goes into a sort of fast-forward mode and then slows down when it gets to the walk value. Deceleration works perfectly, so I don’t understand why acceleration is broken since it’s scaling the same value.
I really wish there was a way to manually create your own curve for this.
I’ve found that if I disable the Axis To Scale Animation, then the Idle to Walking blend works, and the Walking to Idle is wonky. So either I enable it and my start looks bad but the stopping looks great, or I disable it and the start looks great and the stop looks bad. What drives me nuts is if it’s blending to and from the same animation, it doesn’t make sense that one direction would be wonky and the other would work. They’re both on the same curve.