I’m having trouble blending my attack animation with my idle and run animations. I’m currently using a layered blend per bone node. It doesn’t work well with my look at and lean blendspaces. I’m wondering if it would make sense to instead have separate attack animations for idle and run states. I would have two separate attack states in my state machine.
Like this:
If in idle state, play idle attack anim when IsAttacking = true.
If in run state, play running attack animation when IsAttacking = true.
Any feedback or ideas would be great. Thanks.
This is my current setup: