I really need some help facing the animation graph and learning the transitions rules for animations kinda really need help from someone that is good with this stuff, always fight with this a lot more anything it’s a pain in the ■■■, so if anyone here would like to guide me in the right direction it would be appreciate.
If you download the Content Examples project from the Epic Games Store, you can see several examples of Animation Blueprints for specific tasks.
The general idea behind them isn’t particularly complex. You have animation states, which play animations once or in a loop. When a transition going out of that state returns true, it blends into the next animation state. If the transition is set to be automatic, it will wait until the previous animation finishes playing.
For example, if you want your player to jog, you can have a transition rule going out of your idle and/or walking states that checks if the current speed is greater than a particular value. When that value is exceeded, the transition will return true and blend to the jogging state it is attached to.
It would help if you explained more specifically what you are having trouble understanding or what are trying to achieve.
what? Asking for help with my problem within the animation graph, sure isn’t going to get it in the discords.
here is a link to this post.
Sorry, I thought you were just asking for help with Animation Graphs in general.
You can get the direction of your player with the CalculateDirection node in the event graph of your Animation Blueprint. Call GetVelocity and GetActorRotation on your player reference and plug that into the GetDirection node. Store the result in a float variable and plug it into the second input of your BlendSpace.
You should move your Idle state to be after Entry and only transition to RelaxedWalking when your speed variable exceeds a small amount. Then, transition back when the speed is low enough. If this is a player, you can instead check if there is any input, as demonstrated in the Third Person template AnimBP.
You can use TimeRemaining nodes to check what part of the animation is currently playing, but I doubt you’ll need them anywhere when dealing with looping idle and walk animations. As I mentioned before, you can transition when non-looping animations are done playing by checking “automatic” on your transition.
Also, I’m not quite sure why you seem to be checking if the Direction variable is equal to itself in one of your transitions, as that will always return true.
Lastly, keep in mind that your other post is in an incorrect category, so you may not get any answers on it.