That does not answer anything, he uses 1D blend space I need one to utilize many more animations.
The list above has somewhere around 300 animations silly.
Can you tell me how to implement
F B L R
FR FL
BR BL
inside one blend space for movements?
This is something he does not do,
Also I need turns 45 90 135 180 L R
Jumps the same ^
Etc. look at the whole list of anims
They are there in his blend space. He blended 4 different animation(forward. Backward. Right and left) so when you go forward and right that is FR is not it?
He doesn’t put an animation slot for it though. There would be no space on his blend space for it anyway. It is different than just seeing it being blended from F L on the BS, the animation is a lot more thorough.
I think for the moment I will have to forget about FR FL BR and BL animations…they are different animations than what the blendspace will blend to…which is the point of them.
However blendspace will have to do. I don’t think it is possible since if they play the controller would have to tell the player to move at different angles than what the player would spit out.
I think you should compare the character rotation with controller rotation and calculate the angel between them and if it is 35 or a bit less or more play 35 turn animation.
the forward of controller is along camera direction and and forward of character would be the direction which your character is facing so there is an angel between them