I have a blendspace featuring 3 animations, idle > jog > sprint.
At very particular speeds on the graph, the blending between the animations go all wrong and the characters feet tap the floor in a very strange way that just looks bizarre.
I’ve tried adjusting the Target Weight Interpolation and Rate Scales of the animations, as suggested elsewhere online, but this hasn’t helped.
I know it’s late but for any1 who comes across this later
Hey there, this happens cuz unreal is trying to expect the pose in between the poses (Run/Jog).
BlendSpaces r meant to blend between ur poses smoothly, but when it comes to poses with different animations the interpolations between them will become weird since the middle pose is missing
so the fix for this apparently, is to put a middle pose between Run and jog for smoother interpolations (in the place where u feel the animation will give u weird poses)
Or as a work around, u may copy the jog pose and place it closer to sprint in the place where u get this weird animation.
Also make sure ur interpolation time between poses not high and not low in blendspace , u can try 0.2