I am struggling a bit with Blend Spaces and the golden way for the correct interpolation time with smooth values.
I have a Char with the animations Idle = 0, Walking = 75 and Running = 400. The same in the Injured Version Idle = 0, Walk = 60, Running = 200. What is the more wise method. To create a Blendspace 2D to switch between normal and injured version inside the blend space or just make 2x Blendspace 1D and blending via Boolean inside the animation blueprint?
Also the “Number of Grid Divisions” confused me a lot. I read the Documentation of it: “The number of sampled points from the animation data used for interpolating. Higher values give more precise results. This is displayed as gridlines in the Blend Space Editor grid along the axis for this input
When changing the number of grid divisions or the size of either axis is changed, any existing samples will be snapped to the closest available grid point. Those for which no valid position could be found are marked as invalid and will be drawn in red enabling you to reposition them manually on the grid. .”
There I have also two questions.
What if I need certain values and turn off snap to grid that i can set it to 75 but because I change the division it will automatic snapped to the closed value again and ruined my 75 value???
Why give higher divisons more accurate values, why the enigne not autmatic interpolate between only the existing setted points, why there i need to set fixed division grid?