I'd love to know more about your bone picking selection too, what determines what you pick in the hierarchy? And how could you randomize the blend poses it a bit so it looks so you avoid repetitive animations? Maybe use different variables?
@NicolasNosedaDev10 ай бұрын
To found the bone for the blending, you need to look at both animation and found the bone that is gonna blend better, for example if you want the animation of an arm to blend with any animation you will need to get the clavicle, if you juste want the hand you can pick the hand bone, if you need both arm you will pick the last spine ;) You need to lock at the animation and at the skeleton :) The best way to improve animation if you don't want to make variation of an animation you can use Physics Control like I said in your other comment ;)
@shawnbecker102610 ай бұрын
Thank you so much for this, I'd love to see more about blendspaces also
@NicolasNosedaDev10 ай бұрын
Ok my next video will be about Blendspaces 😁
@shawnbecker102610 ай бұрын
@@NicolasNosedaDev oh that's awesome, thanks so much
@luckycogstudios10 ай бұрын
Awesome work. How do you know which blend space should be the initial Base Pose? Is there a common rule of thumb or idea for that? For example if you were making melee attack animations, you would need to blend from an idle pose to an attacking base pose right? Then blend in and out of punch or kick poses? I've ALWAYS been curious on how this is created in a smooth triple A game looking fashion. I've yet to see anyone make a tutorial showing animation blend smoothly like, Chivalry 2, GTA or RDR2, I'd be interested in donating to learn such a thing :)
@NicolasNosedaDev10 ай бұрын
For a Melee Attack you will need to do like the pointing animation I did in the video. You need to blend by bool then either just play the attack animation or do a blend from the running State Machine (that's why we make the Locomotion State Machine) so you can run, walk and attack at the same time ;) In the video I used the MainStateMachine because I want to be pointing when I'm crouching or jumping. To find the base pose you need to think at which animation is the main animation, for example in the melee attack you will just need the attack from the shoulder's bone so the base pose will be the animation which will control what you're character is doing (running, idle, crouching, jumping etc...) To improve your animation you can use physics like in RDR2, you can found a way to make it look more realistic and reactive to the environnement with Physics Control, I made a tutorial about it there : kzbin.info/www/bejne/oX2UeIKGodeUl8k
@frankrivera10109 ай бұрын
Very good to know. Thank you.
@Iam_Your_Fazer3 ай бұрын
Salut à toi ;) Merci pour ta vidéo, ca va bien m'aider, car je galère un peu avec le blend d'animations !! :D