Need help with my locomotion animation clipping.


I’m following a tutorial on youtube by Outcast Devschool and I currently paused at tutorial 9(additive leans). I’m using animation set from lyra sample project. Currently stumped with this ugly transitions when sometimes changing direction.

I saw a yt comment(@JanTGTX) on his tutorial 7 that describes the same issue: “It’s a difficult issue all strafing systems will run into: Legs are clipping when going from sideways to diagonal movement on the wrong foot, with the exact direction depending on your default hip orientation. That’s why we need two separate animations for each left and right, LL, LR, RL and RR, or hip switching.” But I don’t understand his solution much. Anyone knows a way to improve this issue?

What the comment in Outcast video is mentioning is what has been done on GASP project, where there are several animations that have both left/right variant.

This means that the same animation could start with either the left or right foot “forward”.

Based on that Motion Matching is picking the most appropriate animation based on the current foot on the floor, so that during the transition the animation that will be picked won’t have issues with clipping.

On Lyra based project you can check the notifies from the anim clips or read a phase curve ( if you have one ) on the currently playing animation, and based on thresholds you can decide what animation will be used next ( left or right variant ).

I’m not sure I understand much what you said but I’ll research more on it. In the meantime this is the full comment that I mentioned.

The “danger zone” he mention is a tradeoff, where you pretty much wait for the feet to be in a proper time portion of the animation that is considered safe for the blend to happen.
With the phase curve I mentioned you should be able to get close to what motion matching logic does, but you also need additional animations, while with the “danger zone” method, you can also use your current anims, but this would mean that the “waiting" for the legs to be in a safe spot” will increase quite a lot.

you explained it quite clearly tnx! I’ll look into adding the diagonal run animations(which lyra does have but I didn’t include it yet).
Edit: unfortunately adding diagonal animations doesn’t seem to do much and the legs and arms animation still noticeably glitches out if animation changed in a bad timing.

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