Hello! I’m currently working on an 8 directional movement Blendspace and I’m running into a bit of a roadblock with pivoting the feet to anticipate the diagonal movements.
I’m looking for more of a step into the animation than just the player capsule rotating/blending into that desired direction.
I thought adding little micro pivot animations to the blend space would be efficient but I haven’t seen anyone else do this.
are you using root motion for your directional change/stepping animations? that way you should be able to have the directional changes drive the capsule’s rotation instead.
It seems that you are mixing animations with transitions in the same blendspace. Typically you would setup animation “states” inside the animation blueprint as follows:
Idle
Start
Walk/Jog
Stop
Sprint
Jump state (start, apex, land)
Turn in place
These are typical, but this setup isn’t the only way. Take a look at paragon characters, they all come with animation bp examples.