How to use Blendspace for attack animations?

Haven’t attempted this in a log while (it’s also a bad idea), but once upon a time you could get a blandspace to play in a montage so long as the blendspace wasn’t set to looping.

If it were to work, it would be the closest to what you need.

The alternative is to create multiple animations and branch to a different montage or montage section based on the charge status.

In a montage - usually - the blending between poses is interpolated, so it shouldn’t “flicker” when you select a different section.

Normally you would have 2 montages for a “charge” setup.
The charge, which is usually a looping montage.
And the action, which usually contains all the sections “full”, “mid”, “low” charge and lead to the same final “discharge” animation.

Not as fluid as a blendspace would be, since you have to create separate versions of the animation instead of being able to “blend” on the fly.

The benefit is that it always looks the same - important for a fighter game, not so much for jrpg hack n slash stuff.

  • another viable option for this case scenario would be to swap the ABP on the fly.

Create an abp that contains just the attack state and the transition with the blend as needed.

Instead of playing the montage, swap the ABP at runtime.
Make sure to swap back after the animation completes.

A bit more complex, but its ideal for using the blendspace and a ton of other options.
It’s less “standard”, so you won’t find tutorials on it.