Hello,
I’ve been working in designing an animation system for a standard wasd
movement scheme, and have been hitting a few struggles.
In this game, the perspective is top down (think isometric) and the character is always looking at the mouse.
What does this mean for animations?
Well it means that w
doesn’t always mean walking forward. w
could mean that we’re walking left, because the character is looking to the right.
The problem then becomes, how do we solve this for animations?
My solution was to use a blend space based on speed and direction.
Through much trial and error, it looks somewhat reasonable.
One thing I’ve been heavily struggling on is getting the blends to not feel so chaotic or rigid sometimes. What do I mean? Well, if I do a bunch of abrupt direction changes, sometimes the animation seems to snap to the middle of another animation, or they don’t appear to quite blend right.
At the moment this blend space pretty much handles all animations.
Even if it were a state machine, it would be one state.
So I suppose I’m looking for some advice, am I doing something wrong, or could this be improved?
I’m going to include more details in a few follow-up replies.
I feel l like a video would be helpful, but wasn’t sure the best route to add one if that’s not against ToS.