I really like the animations form the Mobility pack and am now starting to use them in my game. Being a programmer rather than an artist, the animations stuff isn’t really my home turf, so I have a few questions about the “philosophy” behind the set of animations. Probably basic questions, but please bear with me…
- There are animation for walking, jogging and running in various directions (plus the corresponding start/stop animations), so I would usually go ahead and make a 2D blendspace for them. Now, there are also some additional takes like “run, turn 90 degrees, run” that somehow would have to be properly transitioned from the blendspace (how? Should I first accelerate/slow down the character to the appropriate speed, and then apply the turn animation?). Is this the way the pack is meant to be used?
Alternatively, I could also leave out the blendspaces and just use the animations, giving a more discrete behavior (which would be OK for my game). The mentioned transitions would be trivial, however there are no transitions between the walk-jog-run anims (just with stand_relaxed), so changing speed would be very visible.
Final possibility would be to use Animation Montages.
So which method should I aim for?
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There are separate animations for stopping with left or right foot up. The question is: How do I know which one is up? Should I use animation notifies for that?
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The Start animations don’t seem to blend perfectly to the walk etc. animations. E.g. if I first play “stand_relaxed_to_walk_f” and then “walk_f”, the character is leaning slightly forward at the end of the start animation and then suddenly straightening up after the transition. Can this be mitigated by some settings?
Sorry again for those basic questions :rolleyes: And thanks again for a great animation pack!