I’m using a 2D blendspace for walking and jogging . It seems to work fine unless I change direction. I’m using the calculate direction function(blueprint) . While changing direction say from right to left, the character first moved forward and then left . It really looks weird when that happens . Can I not somehow skip an animation in between two(forward in this case) ?
Target Weight Interpolation Speed Per Sec does exactly that:
“Target weight interpolation. When target samples are set, how fast you’d like to get to target. Improve target blending. i.e. for locomotion, if you interpolate input, when you move from left to right rapidly, you’ll interpolate through forward, but if you use target weight interpolation, you’ll skip forward, but interpolate between left to right”
I’ve tried that . It doesn’t seem to work .Animations don’t skip but changes quite fast. Should I do something with the average interpolation values of the axes.
It would be great to have a screenshot of your blendspace as it depends on how it is set up
But if it doesn’t solve the problem you can still do it manually:
Instead of just feeding the result value from “Calculate Direction” into the blendspace, you can take the return value from Calculate Direction and pass it through a “FInterp To”:
Or manipulate the value in one way or another