I haven’t the slightest idea yet of how to take into account all the things you’ve mentioned. The only small things I’ve tried are:
- blending N,E,S,W start animations using an alpha based on a ratio between a primary and secondary cardinal angle;
- creating a WarpAlpha curve that controls whether warping is on or off depending on foot placement (for start and stop anims).
I’ve been working solely with walking animations for a while, so the base speed fluctuates between 163 and 178, according to the speed curve I extracted from the animation using the Root Motion Extractor. My base speed is much lower than what you’re currently working with, and I still have issues. I’ve considered applying foot-locking, but I think there are things I need to fix first. I’m stuck though, which is extremely frustrating. My game dev hobbyist squad needs characters who can walk. Haha.
Yup, I’m using Kubold animations. I mirrored some animations in Blender, since the Kubold pack didn’t come with everything I want. (And I also constrained the freakin’ ik_handgun bones.) The really annoying part is that Kubold didn’t include start and stop animations for left and right running. I’m not an animator, so I don’t know how I’m going to remedy my situation. (That is partly the reason I’m working with walking anims first, since WalkStartLeft and WalkStartRight are included.) Also, Kubold animations are kind of glitchy, which is unfortunate.
If I knew of other animations that were better, I would try those.