Let’s first start by labelling both axis of our Blend Space so we can provide meaningful values through the Animation Blueprint in a moment. Our challenge now is to make this happen. Each position in this field will correspond to a calculated output value of the final animation. The central bottom window is the actual blend space, to which we can drag animations from the asset browser. What follows is a somewhat scary window, but it all makes perfect sense once we know what each section means. I’ll call mine BS_Hero for my main character. EPIC use a BS_ prefix for their blend spaces, let’s follow suit. Choose the correct skeleton of your character/object and give it a name. Right-click in the content browser and choose Animation – Blend Space. Let’s take a look how to setup a 2D Blend Space in Unreal Engine 5.1. That way there’s no pop between each animation. This can be used when say your game pad input determines how fast your character can walk, so that an idle animation is blended together with a walking forward animation. Blend Spaces can mix animations together depending on value input.
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