Layered blend per bone animation override.

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.

Hey @DeiankataTV!

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 :slight_smile:

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)
:slight_smile:

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.

You need to lay them in sequence, is all! So LBPB 1 outputs into the top slot of LBPB 2 and then 2 outputs to the end node.

You can do this because if the animation isn’t being called, the top slot just moves right on through, unchanged :slight_smile:

Sorry for the late response, but do you mean like this?


If yes, it still doesn’t work.

Yes, just like that.

Can you be a little more specific? What’s going on now?

Did you make sure to set up the bone blends in the second as well as the first LBPB?

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.

Hey man, I’m having the same problem as you had. Have you figured it out?

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Hey @Angkuva, welcome to the Forums!

@DeiankataTV Did you ever get this issue resolved? Let us know for others’ sake who might be stuck as well!