So I’ve made two montages one for recoil and one for reload and I want both to blend with my other animations such as running and aiming. The problem is there that when I type in the bones I want them to use they… don’t share them. I mean if I put in “Spine” as one of the bones I cannot put in “Spine” in the other because one of the two animations is not going to work at all and if try putting different bones like on one is “Spine” and on the other is “LeftShoulder” and “RightShoulder” just like here:
The one with the shoulders has no problem but the one with the spine doesn’t use the shoulder bones and it just kinda shakes in one place and that’s supposed to be reloading. If you need any further info just ask me. Thanks in advance.
So you want to change your blend depth to 1 on the spine, or maybe even 3 or 4. Play around with the depth, what it does is distributes the animation over that many bones down in the hierarchy. So, say, Elbow with 2 depth would hit elbow, and wrist, whereas 3 depth would hit elbow, wrist, and the first knuckle of all 5 fingers
Well I tried you suggestion but it’s the same as before. Do I have to change the depth of the shoulders too to work? I don’t know but just changing the spine depth to higher value didn’t do anything.
Honestly for this one, I would use multiple blends, because the recoil and the reload are going to never be activated at the same time, since if you’re reloading, you’re not firing. I suggest breaking this into two separate LBPB’s. I think the issue might be that they’re fighting. Also if you’re starting on the spine, use multiple spine bones, with .3, .5, .6, .7 etc ascending to make it more natural. (just a tip from my own experience)
I was thinking of using multiple blends (that’s if we are think about the same thing) but when I try to connect the second blend to the output it disconnects the other one.
At this point im ok with just not including the recoil animation, but in this screenshot in the first LBPB the bone is “spine” and in the second is “Left_Shoulder” and “Right_Shoulder”. Also when I put “spine” for the recoil when I’m moving my character turns left for a second and then goes back to normal but it generally looks pretty ugly so I might as well not include it.
It does that when you AREN’T reloading? Or only when you are?
Because these nodes shouldn’t be changing anything unless you are calling on the animations, something would be going wrong with how you’re calling them.
I have had found a solution that does work but i have no idea if thats the best way to do it. Basically I made a float value in the third person character (or whatever you named your main character actor) that represent the “bone weight” values that you can see in the screenshot provided in the main thread which you set at 1 when you play the respective “anim montage” and then on “anim end” you set it back to 0 (by default all the values are 0). Then in the animation BP you cast to your character and get the float values representing the bone weights and promote them into values in the anim BP. Then you just connect the value of the anim montages in the respective blend weight pins and it should work.