Is it possible to prevent sudden jumps to the Tpose between AnimMontage transitions?

illYay
Wed, 18 Jun 2014 08:02:01 +0000
Character & Animation

At the moment, I am programatically playing an AnimMontage, and setting a timer. Once the timer is done I play the next AnimMontage.

This way, I jump between different weapon actions in my weapons code. This is similar to how the guns were done in the UDK code.

However, there’s a short time between transitions where the arms jump to the T pose. This is most likely because the animation player doesn’t yet know what animation I play next until the timer runs out, and it begins transitioning to playing no anim montage.

I’d think, there should be a way to keep the anim montage still active, but frozen in its last frame after it’s done playing to avoid this sudden jump. This should allow the next montage to smoothly transition in. I think there’s no way to do this, so I’d probably have to mod the engine a little to add an optional bool to the play function.

The state machines in the Anim graph could possibly help me with this issue, but this would make adding special extra animations a bit difficult if I have a non-generic weapon for example.

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