On Friday, I imported all of the animations into UE4 and started on constructing the player animations.
First, I created the Blendspace 1D file needed to gradient between the running and idle animation depending on the speed of the character movement:
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If I had extra time, I would add a walking animation between the idle and the run animation to make it flow better. |
Then I created the animation blueprint:
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Animation BP Event Graph to update the animation based on whether or not the character is in air, and what speed the character is moving at |
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Anim Graph connecting the state machine to the final animation pose |
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State machine that cycles between animations depending on whether or not the character is in the air |
I don't have a jumping animation yet, so I hooked up the idle animation and paused it for a temporary replacement.
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