Simple Animation Blending Issue - From Hands in Front to Running

I’m trying to blend between a “Hands in Front” pose to a “Running” animation based on an alpha.
Here is what I have. Both animations are not additive, and have a default setup.

The Blueprint:

Alpha at 0.0 (Correct)

Alpha at 1.0 (Correct)

Alpha at 0.5 (Incorrect?)

As you can see if I try to blend between these two animations the arms will begin flipping behind his back. I just want to be able to blend into a run (you wont be able to aim and run at the same time).

Thanks guys!

If I’m not mistaken as to what you want, I think what you need to do instead of a blend is to just have a transition in your animation blueprint. Your blueprint will need a boolean for instance IsAiming. In your state machine in your anim graph, you will have the Run animation in one state and in another state you will have the Aim animation. Then create the transitions between the two states and in those transitions have your IsAiming boolean evaluated in order to enter the transition.

If my explanation is still confusing, read through https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/Setup_1/index.html to learn how to go through different animations based on variables.

Thanks for the reply, and no, your post isn’t confusing at all!

I was just trying to show the issue in the simplest possible form, so we didn’t have to get bogged down with a bunch of images. But here you go, I set it up as a state machine like you said to show that the issue is still present. Everything is created with default settings.

Anim Graph:

New State Machine:

Aim (state):

Run (state);

Aim to Run (rule):

Run to Aim (rule):

Result (Incorrect)

In the result I am tapping forward to get him to transition between the states. As you can see his arms fly behind his back, and although it looks a little different, it is caused by the simple issue I detailed in my first post.

Ah I see now. When in the run anim and his arm is behind, as he transitions, his arm goes through his body in order to get to the position in the aim anim.

The only way I know how to fix this is to have specific transition animations from Run to Aim and from Aim to Run. I’m not sure how to fix it without those animations. Do you have an animation where his arms are at his side? If so, it might be able to be fixed.

EDIT: I’m also assuming you don’t want a “pop” animation transition where there is no blending. If you don’t care about that, single click on the transitions between your states and change the blend time (I think that is what it is called, it is right above the blend type “Hermite Cubic”) to 0.

I never knew there was a blend type! Changing that half fixed the issue, but it’s still there.
Indeed a transition animation seems to be the way to go. Once I get set up I’ll post it here for future novice animators hehe.

Thanks!