Screenshot 2024-05-09 101700.png

you can choose diffrent cycle type, for now you can coose sequence and blendspace, maybe in future I’ll add multiple blendspace type also.

sequence animations are great if you want the animation to be the same even when changing the speed of the character

blend spaces give incredible good-looking results by blending anim based on speed, but sometimes anim sets cycles do not blend well when changing speed is applied.

even if you use sequences I suggest setting up controlled desired blendspace so that we will apply it when the char stops movement if you enable the boolean in the stop moving category.

For sequences, you need to set up animation based on gait and for rotation to movement and for gait and direction for controlled desired animations,(strafing).

if your character uses only rotation for movement, you'll need to set up typically 2 to 3 animations as min.

when using controlled desired animations, you need at least 4animations, but can set up relevant forward animations for Front Left (FL) and Front Right (FR), as well as backward animations for Back Right (BR) and Back Left (BL) this in case you set up orientation warping to ture, if the anim set don't have FL, FR, BR, BL animations, note that orientation warping will need to be adapted for each skeleton type and in the project they are stup up to work with Ue4 and Ue5 skeleton. This is because, currently, we can't dynamically declare bones unless we modify the engine .

Screenshot 2024-05-09 111619.png

personally, I am a fan of direction animation on rotation to movement at least for humanoid.

Setting Up blendspaces:

we can set up Roation to movement and controlled desired one

Screenshot 2024-05-09 112916.png

rotation to movement takes into account value speed and lean