I am having an issue where all my UpperBody animations are blending is an odd way.
I want to play the block animation on the upper body while the lower body locomotion continues. I am using Layered Blend Per Bone and setting it to the spine_02 (I have tried several other bones)
I get a similar issue with weapon swings where it doesn’t want to blend all the way to the end of the animation. It’s like the character is giving up.
To make everything more confusing, if I edit the block animation and really exaggerate the spine turn, the resulting pose ingame doesn’t change. It’s almost like the engine is blocking further turning of the body?
The “giving up” part could be due to the animation blend in and out times. You can try reducing the blend out to zero so it doesn’t blend back into the first animation, then it should reach it’s intended end.
Are the rotations of both of the animations the same? (was the new animation animated with the same local rotation axis are the first one?)
The “giving up” part could be due to the animation blend in and out times. You can try reducing the blend out to zero so it doesn’t blend back into the first animation, then it should reach it’s intended end.
I was toying with this and changing the blend times on the montage didn’t make a change. The block montage is a looping montage with just 1 frame.
Are the rotations of both of the animations the same? (was the new animation animated with the same local rotation axis are the first one?)
Not entirely sure if I’m answering this correctly but the swing and block animations are starting from the idle pose so the pelvis does match. However, I did notice that the swing animation for example is ending with the spine facing slightly to the right. Could this be an issue where the root or pelvis isnt matching between the two?
I did some testing just now where I overexaggerated how far the character rotates to the left for a left block and that did improve things, but the head is still doing odd things.
Try setting the branch filtered blend depth to 1 (or try higher) and turning on mesh space rotation blend. If it’s set to zero I think it will blend from the root ignoring the set bone (haven’t done this in a while so might be wrong)