Got a little ask : I have two simple animation of shooting, one if the character ADS, one if the character hipfire.
I use for this, play montage, over a state machine with blend pose. Right now, i’m facing an issue :
When i shoot, if i was ADSing and i stop ADSing in the middle of the shoot animation, i will have no transition, cause it’s like if the animation state machine doesn’t stop in this state. So what i do is lock the player to ads, until the ADSing shoot animation is end. If i don’t do this, i’ve got this result :
Blueprint who cast the anim montage :
Animation state machine who overlaps with montage :
In Walk and jog aim (for ex) :
Transition rule between jog walk aim, and jog walk :
So, here the ask : As it’s not suitable for a fluent gameplay (as ads is lock while shooting), how i can deal this ? what is the othey ways ?
I think about blending the end of my play anime montage with my state machine, but i don’t know how this is possible,
I was thinking about putting shooting animation in state machine and triggering with a transition rule, unfortunate, there is no real possibility to have a bool who toggle after animation of state machine is play.
Thanks for you’r help guys !