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Week 2 - Player Animations and Blend space

  • Writer: Patrick Sharpe
    Patrick Sharpe
  • Feb 23, 2021
  • 2 min read

In Week 2, I started off with creating an animation blend space for the primary weapon which is currently just the Assault Rifle but will be used as a guide to use other primary weapons such as the shotgun, Rocket Launcher and a LMG (RPK). I set up the blend space by using the imported animations from Mixamo, the same website that I got the player character model from. I have used these animations to allow the player to move in any direction in a smooth transition.



Blend Space Idle to Walk to Run with AR transition


Jump Animations


I have added three jump animations so far to the player character, one for idle and walking while aiming, another for idle and walking and the other jump is used when sprinting with or without aiming. These three animations were separated by creating transition rules (using variables) from and to the conduit that is in-between animations. This stopped the animations from colliding in each other for the most part.

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Here are two examples of using a conduit that has helped separating two animations. Technically the idle to walking jump animation is three animations but the only way I could make the jump work was by using the transition rule of a Boolean variable and using a smooth transition node called time remaining (ratio) (name of animation) with a less than node with a value of 0.1.




Crouch not aiming Blend space 1D


At this point of development, I wasn't able to find animations for crouching left, right, forwards and backwards crouching that was in-place on Mixamo. I will later in development find a way to use other crouch animations to make the crouch not aiming animation much better.



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Weapon Asset Sources and Management


I had organised the correct asset files in their respective folders in the project content as seen by some screenshots. I kept the materials, meshes and textures separate order and kept the weapon's core assets in front for easy accessibility. I have also included the source of the assets down below.

CamLock


This is a custom event i made to keep the camera fixed to the player so that the player doesn't shoot with looking behind them and makes the player restricted to only being able to view what's in front of them.


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