Hello everyone,
I am making a third person character controller and I want the character controller to have multiple different attacks that chain into each other to make a combo.
I was able to make a combo system work but now in my animator controller, I have multiple animation states I use just for attacks. I also have plans to use more animations for more types of attacks so I’m not so sure about creating more animation states in the controller.
I ideally want to use a one animation state to handle all types of regular attacks. After some searching, I found out that you can use animator override controllers to replace the animations stored in animation states with other animations which are specified by the override controllers. However, when I use an override controller, it doesn’t smoothly transition from one animation to another within the same animation state. It essentially snaps to the next animation that it replaced in that generic attack animation state.
Is it possible to make an animation state transition to the same animation state without any jittering or animation canceling?
Here is a picture of my animator controller. As of right now, using my character state machine, I can transition from Attack1 to Attack2 to end at Attack3 programmatically. But I want Attacks 1 to 3 animations to be all be played and transition from one to another using one animation state (e.g. only Attack 1) using animator override controllers.
Is it possible?