I’m making a movement start / movement stop animation system. You can see my state machines here:
I know that one is missing, from Start to Stop but ignore that.
I start from idle, check if the speed of the character is above 0 then enter Start state.
This is how I check the speed to proceed to the Start state:
After finishing the Start animation I want to move on to Run.
The following works:
Start state:
Start to Idle/Run check:
That works only if the character is going forward so instead of a fwd animation I want to use a Blendspace that takes the angle of the character to provide the correct animation. But if I use a Blendspace instead of an animation it doesn’t work anymore.
Time remaining (Blendspace) < 0.1 isn’t working, the character enters the Run state immediately without playing the movement start animation.
So my question, Time Remaining function doesn’t work on Blendspaces? Or I’m missing something?