Can I play upper body attack animation when the character is on the move and full body attack animation when not on the move?

I’m making a third-person action game.
Layered animation tutorials allow the lower body to walk and the upper body to swing a fist when attacking while the character is on the move.

But when the character stood in place and attacked, the character’s appearance was a little disappointing.
Originally, the attack animation included lower body movements, and it was very good to see when playing in place.
However, in order to implement layered animation, only the upper body was played when playing the attack animation, so when attacking in place, the character seemed to move only the upper body with his feet firmly attached to the ground.

I tried to play the full body attack animation when the character attacks while stopped, and the upper body attack animation when the character attacks while on the move.
However, I found out that my attempt was wrong when I started moving immediately after playing the attack animation while the character was stopped.

It seems that more sophisticated mechanisms are needed to deal with this issue, but I’m still a beginner with this engine. Please give me some help and tutorials.

-Have 1 pose for your running/jumping/etc. and one for your animation montages (will have a slot attached to it)

-Use Layered blend per bone node to make slotted pose play on upper body and non-slotted run/jump/movement pose play on bottom.

-Then plug THAT into a blend poses by bool node that plays the full montage pose if the player isn’t running/jumping/etc.

It will look something like this (Ignore the name “upper body” for the montage pose, it isn’t just for upper body when used with the bool node):

Also, if you want another really easy way to do this, all the Paragons are free on the marketplace and they come pretty much hooked in like this already.

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