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Hi, AI engineer without much animation experience here so please bear with me 😃 I was looking at the layering blending that goes on in the animation blueprint. There's some really helpful comments in the ABP about blending upper body montages like reloads and I was wondering what the proper way to set the curves slot up was so that montages, like from Epic's AnimStarterPack for example, will properly blend with the various overlay states. The montage works fine for the default overlay state, but not so much with ones that modify the arms slots like M4. Setup for my reload montage is as follows: Let me know if a video of the strange layer blending I was describing would be helpful! Thanks! |
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Replies: 2 comments 7 replies
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This is how layering basically works:
To use blending effectively, you need to have all layering curves for all body parts in your animation, even if most of the curves remain at 0. There is a very useful animation modifier called So, this is how I do things like this:
If you still have questions, then, as an example, I can give you an animation from a project that I am working on. |
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@Sixze Hi, I would like to have an example animation aswell. |
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This is how layering basically works:
To use blending effectively, you need to have all layering curves for all body parts in your animation, even if most of the curves remain at 0.
There is a very useful animation modifier called
UAlsAnimationModifier_CreateLayeringCurves
that automatically creates all the curves you need, but animation montages cannot have modifiers, so you must use it on a regular animation …