Hello.
Using ‘Blend Poses by Int’ I just drag an animation to my animgraph panel and connect it to the Blend pose 0-n, easy.
Now if I want to use a variable that contains a reference to the animation I cannot figure what is the variable type, I try everything I can thing.
An Anim Sequence Base variable type has a reference to an animation, we can drag the animation to the variable like we drag it to the animgraph as I am dragging the same animation from the list to the animgraph and to the variable, I was assuming they would be the same, does not work.
On animgraph the type that is created when you drag the animation from the animation list to the animgraph shows as Sequence Player.
I try create variables of all kinds (even sequence player) and connect to the Blend pose 0 it never connects.
It says is not compatible with Pose Link Structure.
I want to have a variable in AnimGraph connecting to the Blend Pose 0-n in the Blend Pose by Int.
Anyone has any idea on how to do this?
Thank you.
So you would like to use a variable that contain an animation pose in order to connect it as default input on the ‘blend poses by int’ node, right? Maybe I get you wrong, but what you want to achieve with it?
What you could do is to drag of from an animation output and then create a ‘New Save cached pose’.
Thank you OrbitalZones.
I have a project that has a lot of items, each item makes my character have different animations.
Then I want the item BP to have the animations that should be played when the character hold it.
If I can make that a variable inside the AnimGraph the AnimGraph will be very simple and I can just add items that generates different animations on the character very easy.
If you have any suggestions on how would be better to do that I really appreciate.
Also I cannot see how to create a new save cache from the animation variable that I have on the AnimGraph, the variable is a Anim Sequence Base type.
Thank you for your help.
Currently I am working on my own VR interaction/grip system and this is my anim BP:
The first block contain the default hand animations, provided by the VR template. I saved this as cached pose which is basically storing that in kind of a local variable.
Second block contain the hand animations for my control box, like gripping that box, pushing buttons or moving thumb. It is basically a complete state machine just for grabbing this item, mirrored for the left hand and saved to a cached variable as well.
Third block contain blending of each animation set, depending of the grab type. If grab type enum is set to ‘Switchbox’ it will blend over from default animation and play my custom anims.
In that way you could add hundreds of state machines or single animation sequences and blend them together.
Hello OrbitalZones,
Thank you, I finally found it, you need to expose the Sequence Player, then you attach a variable to it.
There are so many options on Unreal, is unbelievable.
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