I’m making a turn-based game where you choose a number of attacks from a pause menu, and your character executes those attacks as a combo. For this to work, I need transition animations to play between certain moves to make the combos look natural. Example: If you input “Front Kick” and then “Sidekick”, then a short animation needs to play in between, in order for your character to do the footwork that one would do in between these two kicks. I know solving this will mean having to solve 8 other problems, but that’s ok I can solve those later.
Thanks in advance to anyone who takes the time to advise me on this one
I’ve been getting good results using sync groups along with sync markers. Epic over time has been adding features to help make transitions smoother but the requirement of the end user is to provided the necessary requirements that allows the feature do it’s thing. In the case of sync markers UE can keep track of the current location of the marker with in the cycle so the the “engine” can transition between the markers more naturally. Feet for example with a left and right foot marker added to the animation you don’t need a state machine to adjust the timing as to left foot biased animations and UE, using sync markers and groups, will adjust the in and out points of the animations. I’ve used markers for my locomotion, not using state machines, and direction changes are on the money.
I’ve yet to try adding sync markers but in my opinion UE should take care of the blending requirements with out the addition of a tween pose.
Hes dealing with a fhighting game though.
Even if the sequence plays off all at once and cannot be blocked or stopped, most fighting games rely on structure of tween poses to issue counters, parries, etc.
His question/need isn’t really clear enough (or rather nonexistent?) For us to give it a proper answer…