This content originally appeared on DEV Community and was authored by Maciej Sawicki
Today I improved walking animations when hittin legs.
My Animation state machine became cleaner than yesterday, because I used Animation Blend Space for animation between running<->walking<->limping right/left.
It takes 2 params, SpeedPercent
between 0 and 1, where:
- 0: standing still
- 1: running at full speed
It also takes LegInjury
between -1 and 1, where:
- -1: left leg fully injured
- 0: no leg injuries
- 1: right leg fully injured
A problem I can see right now is that when falling down players capsule is still standing still. Don't know how to make it fall with a skeleton, yet.
This content originally appeared on DEV Community and was authored by Maciej Sawicki
Maciej Sawicki | Sciencx (2024-07-30T23:07:59+00:00) [Game of Purpose] Day 73 – Improving animations with Blend Spaces. Retrieved from https://www.scien.cx/2024/07/30/game-of-purpose-day-73-improving-animations-with-blend-spaces/
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