Hey, I need help with Animation Transitions!!

(Using Blueprints) So I have managed to make all my animations for my project, but the transition between falling and running is always the same. What I want to achieve is the possibility to almost cancel the falling animation when I start running again so it doesn’t look like i’m sliding, Does anyone know how I could solve this?? I’m completely stumped.

Well there are more than a few approaches all involving prediction logic based on what has yet to happen as to exaptation. So assuming your falling “in air” you need to evaluate how far off the ground your actor is so the state can be change to “in air” while still in air but change the animation state to “in air” but “landing”.

This is a good explanation as to the logic but anything dealing with state changes based on prediction will be of help.

For the most part basic locomotion does not take into consideration prediction, unless involving motion matching, as there is no way to account as to what will happen as to exaptation, say as in falling transition into landing, so either way some form of logic is required to at least change the animation state. For example a simple logic state would be an overlap trigger that the player will fall into where the current state is “in air” but is changed based on the “is in air” but is changed by “is landing” as defined by the trigger while still “in air”

I would also recommend using an animation tree rather than a state machine as you can always exit the tree with out an exit argument with out the animation having to wait.

Sorry if not what your looking for but getting it to work is about the logic

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Thank you so much !

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