I know I’ve done this before and I’m just having an epic brain fart I can’t get out of.
I have a walk/run/idle 1D blendspace. I am using a layered blend per bone to blend this with another blendspace that is exclusively for rotational movement (the character is an animal and I’m aiming for a realistic 3rd person feel with movement). The BS_Turn blendspace is just an axis of -30 to 30 currently with 2 grid divisions (this will be extended on later but right now I just want it to work).
My issue is that in the BS_Turn blendspace I need to use the rotation of the camera to determine what part of the blendspace to play (the horizontal track).
I can do this with the below but it doesn’t work when not moving because obviously no velocity is being fed in. I need to get the rotation without the velocity being necessary but every attempt I’ve tried has given me jittery weird movement.
I can’t just throw the rotational stuff into a single 2D blendspace with the movement animations because I need the BS_Turn animations to be separate and able to blend smoothly with various animations in the movement state machine.
Please advise.