Animations are ruthless (G blog 3)


This week i had the very precise task of setting up some of the animations we have for the player. With the player not having the default mannequin skeleton it made the process a bit more complicated. The animations couldn't just be pulled from Gab and placed onto our character.

With all these issues arising from the fact that I had a skeleton made from Mixamo and not the default one. I had struggled with the blend per bone on the anim graph but finally figured out that because of the bone structure, I couldn't do it that way. I finally found a work around getting custom animations for my specific skeleton. This is probably gonna change in the future for better animations but for now we have one that works.

 

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