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Expanding on the content from the Animation Blueprint Setup & Walkthrough livestream, Jay continues work on Shinbi’s animation system to show some more advanced animation topics. He’ll add a strafe locomotion system and blendspaces, discuss how to use sync markers, make the character turn in place, and demonstrate retargeting animations from one hero to another.
Hello Amanda and Tim,
I’m struggling with Twitch black screen error for a long time. Can you please share this content on YouTube as well?
Thanks.
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Any chance for a proper root motion controller? And correct in place/standing pawn rotation?
I’m getting tired of seeing in all tutorials sliding feet, and rotating like on ice without legs moving…
I didn’t see any good explanation from Epic on how to use the root motion, yet.
Hell, all the other engines are using the root motion system as default, and you can find a lot of tutorials for it.
Sorry, I’m quite new to this, but I wish to know how to achieve: input keys>blend space values>animation plays>character capsule direction and speed drive FROM the root motion.
How do we achieve that? All tutorials I see goes like: input keys>drive capsule direction and speed>play animation without root motion>hack with curves capsule speed. In my opinion you’re doing it in a very outdated Quake/Doom fashion…