Thank you for the great tutorial, I know that this is an old video, but I'm having an issue where in-between two of the animations the hand bone flips upside down cause a weird flipping movement between the walk and the run, I was just wondering if you had any idea on how to fix this blending issue, thank you!
Thank you for the support! I have not seen this sort of issue before, but it definitely sounds like it is due to interpolation of one animation to the other. Does the character flip their wrist between these two animations, or is this completely fabricated from the blendspace itself?
@@Shawnthebro Thank you for responding! The character flips their wrist despite the animation having similar wrist rotations within the 3D animation software. I think it's within the blend space due to this
Got it. That is certainly tough. I wonder if bones higher up in the structure (such as the arms) are trying to flip at all, which is getting pawned off on the wrist. That’s just a speculation, but blending can certainly cause some interesting animation transactions!
Hi there, I like your videos. I was wondering if you could help me. I have the survival game kit v2. It comes with a third person character that has a pistol and rifle basic animations. I have purchased rifle pro pack. What is the easiest way to get these new animations integrated into my current character. It’s been taking me a long time to try to figure it out
Hey! Thanks for the support. You’ll need animations that work with your current skeleton to be able to get the character to play those animations. You can auto-rig or manually rig these animations to the skeleton (if you are familiar with it), but otherwise you may need to change the character or skeleton you are currently using to match.
MaxWalkSpeed should allow us to match the speed of walking/running to the animation, but otherwise I believe it is inconsequential. I’ll make sure to update it when polishing.
amazing work bro ! keep up the tutorials every series is amazing
Thank you so much for the kind words. I really appreciate it!
Thank you for the great tutorial, I know that this is an old video, but I'm having an issue where in-between two of the animations the hand bone flips upside down cause a weird flipping movement between the walk and the run, I was just wondering if you had any idea on how to fix this blending issue, thank you!
Thank you for the support! I have not seen this sort of issue before, but it definitely sounds like it is due to interpolation of one animation to the other. Does the character flip their wrist between these two animations, or is this completely fabricated from the blendspace itself?
@@Shawnthebro Thank you for responding! The character flips their wrist despite the animation having similar wrist rotations within the 3D animation software. I think it's within the blend space due to this
Got it. That is certainly tough. I wonder if bones higher up in the structure (such as the arms) are trying to flip at all, which is getting pawned off on the wrist. That’s just a speculation, but blending can certainly cause some interesting animation transactions!
@@Shawnthebro I hadn't thought about testing out the upper bones, so I'll definitely look into that, thank you! :3
It is not a problem! That would be the next place I check. Please let me know what you find!
Hi there, I like your videos. I was wondering if you could help me. I have the survival game kit v2. It comes with a third person character that has a pistol and rifle basic animations. I have purchased rifle pro pack. What is the easiest way to get these new animations integrated into my current character. It’s been taking me a long time to try to figure it out
Hey! Thanks for the support. You’ll need animations that work with your current skeleton to be able to get the character to play those animations. You can auto-rig or manually rig these animations to the skeleton (if you are familiar with it), but otherwise you may need to change the character or skeleton you are currently using to match.
You need fix max walk speed
MaxWalkSpeed should allow us to match the speed of walking/running to the animation, but otherwise I believe it is inconsequential. I’ll make sure to update it when polishing.