I’m trying to get into how the animation-systems work in Unreal 4 and I’m a bit bewildered. I’ve found various way of playing (mainly character) animations as “overrides” and as addative. More than anything, I’m now curious about additives and blends.
And PLEASE tell me when I’m using the wrong terminology.
We have the High Level “AnimGraph” where I can blend different animations together and use the Slots to divide the body, as I’ve done below.
Then we also have the graph in the State found in the state-machine, where I also can blend animations together, as I’ve done below. Below is a (crappy) approach of adding an additive hurt animation on top of whatever the character is doing when taking damage.
But, we can also go into the EVENT-graph of the animation blueprint and execute Montages based on game-logic. Below I have an enemy start an attack animation with its’ upper body when the gameplay logic dictates he should. For me, this seems to work well.
What I’m confused about is when I should use what approach, if there are more approaches and if perhaps one of my methods should even be avoided.
For example, if you could, please comment on the following list and let me know what the “good practice method” is for each. I tried listing “common things in games”:
- Character is hurt (Addative)
- Character Reloads a weapon (but can still walk/run)
- Character Melee attacks (but can still walk)
- Character Melee attacks (full body anim, can’t walk at the same time)
- Character changes weapon grip (Aim down a rifle, dual-hand grab a hammer instead of single hand, or whatever)
Any and all help is appreciated.
Thank you in advance,