Rootmotion blendspace doesn't interpolate

I have a trouble with rootmotion blendspace. It does not blend smoothly in game.
I have two animations of slow and fast run with rootmotion. See the video, the middle one is just fast run anim with 0.75scale. And it works fine while moving axis in editor. But it doesn’t interpolating while PIE. Looks like it adds one addition interp point between setted points and that all. Am I doing something wrong?

Hey @Alex_D119!

It isn’t blending smoothly because the speed isn’t being gradually set, it’s getting chunked. If you want a smoother blend you need to set the movement speed as additions and subtractions over time, clamped to a limit (Say 600 for walk/run and 900 for sprint or what have you) :slight_smile:

oh, sry, I didn’t explain that I changing boost value(blendspace axis) by mouse wheel (± 10) just for debug.
At the begining I set it like loosing stamina and boost goes slowly from 100 to 40. And it didn’t interpolate.
You can see that speed is not changing while I change boost from 40 to 50 or from 60 to 70…

image
As you can see here, your 100% and your 50% of axis are only .08 play rate apart. They ARE interpolating, but the difference is so minuscule it’s hard to notice.
Try putting the .80 scale up to 1.25 and try it again! :slight_smile:

@Mind-Brain thnx for reply
Now I leave only two animations. And as you can see it works fine in blendspace editor. But in game it haves only two states without any interpolation… Now I made small green cross of blendspace node move slowly from 100 to 0. But speed (you can see print string GroundSpeed) also has only two states 470 and 300 without any interpolation.

Just found that in editor it also has a trouble:

And just found that deleting sync markers is makes everything all right. But I need them.

news:

  • documentations says anim sync with play rate adjustment is currently not available
  • standard ue5 third person project has the same trouble. If you try to blendspace two animations with rootmotion and different speeds it would be jagged. BUT! If first animation is zero speeed (along forward axis) it intepolates fine. Also I checked this in my project. You can see at the video that interpolation between first and second animations is smooth and between second and third is jagged.

I am ridiculous. I even looked at the title and it never crossed my mind that you were using root motion for this. For this very reason, I’ve never used root motion for ground movement. You’d keep that for things like cutscenes, but in-game gameplay not so much because it’s really hard to interpolate; the values can’t really be altered.

Is rootmotion on your movement 100% necessary for your game?

You may want to turn off root motion for these two animations and try it that way :slight_smile:

Not necessary but it seams easiest way for me.

Another discovery: I just deleted all the sync markers and it makes everything just fine. Animations have different length . How could this be? I clearly remember that animations didn’t blend without sync markers…

Sync markers aren’t used in a blend space this simple, they’re for turning and using many different things. Like, for instance, if you add a realistic stop animation you’d use sync markers to sync the footwork up no matter where you were in this animation. :slight_smile: So I’m not sure what was going on but if you were using sync markers to sync to an outside animation… I don’t know. But hey, if removing them helps you, it’s pretty likely to be safe.