Essentially the walk animations are not consistent and occasionally when changing directions the character sort of skips or does incomplete steps. Controller is set up to always face mouse direction, and am using WASD to move. Pressing a WASD key will bring character to max speed so no speed changese there.
Also in my recording below i do not move the mouse at all. weirdly its not a specific mouse location finding an odd spot in the blendspace where the blending is off. In fact, when testing the different directions within the blendspace window i cant recreate the weird stepping.
this is the second set of movement animations I’ve tried it on and both seem to still do it, although this one is slightly less pronounced
i messed around with the weight blending but no changes, it seems like when the direction changes the animation blending can get sort of stuck in an in-between state despite moving in the exact speed and direction as before
I can’t download & play that file type therefore couldn’t watch the video, but I get exactly what you’re talking about.
Since I couldn’t check it for myself, could you make sure of those I listed below or upload a video of the individual animations you wanna blend between?
The issue is that they either:
start / end with different feet
have different paces
one of them is just a long, repeating sequence (also counts as pacing)
also here’s a vid going through the blendspace, it really feels like the blendspace is super smooth has no issues by itself but in game i get those odd steps
heres a vid of the different animations, i just used the same blendspace and snapped the preview over each of them if that works
The issue is that they either:
start / end with different feet
have different paces
one of them is just a long, repeating sequence (also counts as pacing)
-as far as I can tell they start with the same foot, big problem area is run fwd and run strafe 45 degrees and both those start on right foot
-pacing wise i just checked some of the animations and some like Run_FWD are 117 frames while strafe_45 is 40 frames, both still have two steps per animation run though, not sure if this is whats causing it
Also some screenshots of the look-at-cursor method although i dont think the problem is here
Thought i’d just post this. Its a slowed down version that shows it better.
here I rotate the mouse around the player until the stepping gets weird, but if i stop and start moving without moving the mouse the animation returns to normal for that direction and mouse position