Hey folks,
I’m using a blend tree for my idle/walk/run animations. I’m not using root motion so am moving the character through my own controller.
When I stop moving from walk to idle the feet can skate a little if the character is in certain parts of the walk cycle. To avoid this, I’m thinking if I can check what stage of the walk cycle I’m in when the user input is stopped - and if not desirable - I can force the animation and movement to continue a few frames.
How can I check where in the cycle my animation is from script from a blend tree? Couldn’t find a clear explanation of this online anywhere. Also, if there is a better way to ensure a natural blend to idle would love the advice!
Thanks,
MD