How to make character to trigger the walk animations with the stick a little more tilted?

That’s a small tweak I can’t find anywhere as it’s a very specific one. I have my own Animation Blend Space with the “Walk on Place” on the left, “Walk” in the middle and “Run” on the right most of the graph thingie:


With the Maximum Axis Value to 500:
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And using an Animation Blueprint of the Third Person template as is. I saw that the “Should Move” variable exists to avoid any small speeds from ever triggering an animation, which is fine though I think it comes a bit “redundant” with the Dead Zone modifier I added to the Input Mapping Context on both sticks, but I digress.

As is, the Third Person Template runs smoothly, but I found out that it’s very hard to trigger the “Walk in Place” and “Walk” animations with the tilt of the stick, going from 0 to 500 with a slight tilt forward. I experimented a little changing the Ground Speed value to something lower and higher but it didn’t change anything but making the animations to just being hard to go from “Idle” to “Run”:

So, I’m left a bit stumped, since I don’t know where to go in the graph or detail panels to make so that the “Walk in Place” and “Walk” animations get a more decent tilt angle before triggering them, and just allowing the “full tilt” of the stick to summon the “Run” at max speed (with the convenient falloff from “Walk” to “Run” animation). Where should I look to tweak this to give more control of the character’s speed to the player? :thinking:

Hey, have you looked at your character blueprint’s movement component?

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Select the component and look at the details panel on the right:

There are plenty of values there to tweak in terms of speed, rotation etc. In your case, the walking category is where you want to look. Walking covers running since it’s your character’s speed along the ground. Thus faster walk speed = running (along with associated animations etc.)

It sounds like your Min Analog Walk Speed value is too high. Try lowering that to have more control over stick tilt.

You can also set many of the values at runtime if you need to:

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