Clipping after montage - movement mode switch (GASP) - blend back to basic idle with IKtrace

Hello,

What is the cause of the clipping in the video below? What are my options for smoothly blending out of a montage when there is a movement mode switch? I think the node below may be the cause, or the animation blueprint, or both.

Thank you.

Additional info: I have tried messing around with the dead blend node, blend out times in the montage, getting rid of excess root motion at the end of the animation, but to no avail. It may be the control rig blueprint code.

I really just need to know what this problem is, so that I may research more about it. Thank you.

Adding this to show that I have been able to blend the GASP roll nicely as a state into the third person blank project.

Final addition: here is the same problem in GASP - the post-traversal skipping around. Again, just looking for some info on what this is. How should I be thinking about slopes and montages?

Messing around with more extreme slopes, it became obvious that it is the capsule. I am going to look into the Offset Root Bone node or ways to “capsule blend”. I believe I saw a setting where the mesh does not need to be strictly contained in the capsule. Will update with a solution later (I hope).


Here is my current solution. Not perfect, but I had fun figuring it out! It is a concoction of a few things. I shortened the root motion animation to end midair, then used dead blending for animation transition, and the launch character node to get the character away from the ledge. Additionally, the offset root bone node was used to further smooth the transition between the animations by using the interpolation mode when the player had bJustTraversed. I followed Sylver NES’s tutorial on the Offset Root Bone node on YT. His Animation BP from Scratch series is great.

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