How do I fix diagonal movement in Blendspace?

This is how my Blendspace is set-up:


Animation Blueprint Event Graph:

Animation Blueprint AnimGraph:

How it looks in-game:
ezgif.com-video-to-gif

I guess it’s been a while but for anyone encountering the same problem, there are two ways out I could find.

  • The best way to do it is of course getting your hands on some good diagonal strafing animations and putting them in the corners of the blendspace.

  • Lacking that (for example the free Mixamo walking samples only have 4 directions), you can get something not-ugly by following these steps:

    • Create a copy of both your left and right walking animations.
    • Reverse the copies by setting the Rate Scale to -1 (it’s in the left side Asset Details menu if you open the sequence in 5.2).
    • Put the new reverse samples in the blendspace just below (as in to a lower forward speed) the originals, so that the walk-right-reversed sample is just below walk-left and the walk-left-reversed is just below walk-right.
    • This should cause the space in the lower corners to pick up the reverse movements for mixing.

You can game the space so that the character will prefer front strafing (the original non-reversed animations) by placing the originals on the zero horizontal line, and the reversed ones just below the zero horizontal line. If you place the reversed ones on the zero line, then the character will prefer reverse strafing. Looking at the anims in the question, I would put the original sample on zero on the right, and the reverse on the left, so that the character will prefer to stay facing the sword.


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