Character animation

In order for my character to move at a fluid pace, I had to create and import various animations from blender into the event graph of my character animation blueprint. These animations included:

Jump start

Jump float

Jump end

Idle

Walk

Run

Creating these different animation turned out to be quite time consuming, however once the idle, walk and run animation were imported, a sequence needed to be created so that the character would slowly flow between the animations. This was simply achieved by dragging and dropping the animation onto a speed graph, they then needed to be adjusted to how long it woud take to transition between them. Screen Shot 2016-05-25 at 10.49.40.pngBelow you can see the beginnings of setting up my animation, in order for it to work I needed to set up a locomotion connected to the final animation pose, which would be the idle pose. Screen Shot 2016-05-25 at 10.57.30.pngWithin the locomotion as you can see blow, is the transition from the idle-walk-run animation, to the jumping animation. For this I needed to create three animations; a start, hover and an end. This is so that the engine can keep you in the falling animation at any length that you’re in the air. Screen Shot 2016-05-25 at 10.44.01.pngAll that needed to be done was to assign these animation to their nodes, and tell the engine to begin the jump start when the character is in the air, and to initiate the jump end when he is not in the air. All of these nodes needed to be told at what percentage of the animation they needed to be at before beginning the next one  Screen Shot 2016-05-25 at 10.57.57.png

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