Hello Everyone,
I’m currently working on a Battle Royale kind of game, and I’ve been dealing with some issues with the animation, to which I would appreciate any sort of feedback on the “Good practices” of what to do/what not to do.
The characters are in Humanoid.
A) Our characters can walk, run in every direction except backwards, crouch, jump, and lay down
B) And while applying these states, I would want the character to have the option to attack (attacking while laying down/crouching/jumping/walking, not running)
C) The characters have a bow, which is a simple rendered object without a BlendState. I would also need to animate the aim, and the shooting of an arrow
A:
I have figured out A by applying the below
Blend tree for walking, which includes running
Blend tree for crouching
2 Animation States for jumping (one while walking/idle, one while running)
Blend tree for laying down
B:
However, I’m having difficulties with B. I do have the animations for attacking, however they’d only work while I’m standing, and it would neglect any other movement.
I have heard of “IK”, but I haven’t found any detailed instructions about it, but I use an asset for animations that has an Animation Layer with it, and I seem to be able to use both layers at the same time.
Is that the correct way of implementing it? Or are there alternative, better solutions?
C:
Do I need blendstates to make the bow more convenient and have it bend when I’m pulling it? Or is there another proper way to deal with this?
I will post any update I might find, to further enhance this thread and make it helpful for the future, but in the mean time, do not hesitate to throw in your practical 2 cents opinions!
Thank you for reading, have a nice day!