[Game of Purpose] Day 73 – Improving animations with Blend Spaces

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, …


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.

Image description

Image description

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


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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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