How Does Automatic Rule Based Transition Work Exactly?

Hi!

As far as I can tell the purpose of this option is to automatically make the transition if the current state is completed playing. Which is quite useful for one-shot trigger animations. For example:

Idle -(Transition with a rule)-> Attack -(Automatic rule based transition)-> Defend

In this case once the Attack state is completed it automatically transitions to the Defend state. However in this example:

Idle -(Transition with a rule)-> Attack -(Automatic rule based transition)-> Idle

It never transitions back to the Idle state. How can I trigger one shot anim transition like this?

Don’t remember trying such a thing before and I can’t test it myself now because I’m not on PC right now, but I don’t think the anim graph is the best place for that kind of animations. I would recommend using animation montages for your attack animations. Anim graph is usually used for playing animations that should play on certain conditions (plus transition animations that are entered / left with automatic rule based transitions) instead of those that are triggered with a momentary button press like shooting or vaulting etc.

Thats bad.
You should essentially only be using the default transiton on anim states for Fast Path.

@TheMurtcnn
You probably forgot to make the state (or animation samole within) not loop.

I don’t think I get what you mean by this. Would you mind clarifying?

If you check that an animation is at a certain percentage or play time to toggle a transition between states you automatically negate fast path.

Using the auto transition rule with a finite state processes automatically to the next state for you without negating fast path.

Need more?

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I see where the confusion is. By conditions to transition between states, I meant those that are determined by inputs or outside factors (like movement inputs or if the player character is falling). I didn’t mean the first thing you mentioned.

I also wasn’t against automatic rule based transitions. I just recommended using anim montages instead of having a state with two way automatic rule based transitions.

Was the thing you called a bad practice what you mentioned instead of using anim montages for such tasks?

Yes, montages for attacks can make more sense

It all depends on your game and the rigidity of the combat system you want.

If tekken uses montages no one is going to play that sh*t anymore :stuck_out_tongue_winking_eye:
0on thw other hand, if formsoft started to use montages, then combat wouldnt be clunky af.

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