Hi there, I’m creating a simple blend tree for my character’s walk cycle from the idle state. I have 3 separate animations: forward, left turn & right turn. When I preview the motions by themselves they work fine, as well as in the actual scene.
The only issue is that if I’m holding down the forward motion, as soon as I press either turning key, my character will jerk as if he’s trying to transition back to a different part in the walk cycle before he continues. All of the cycles are looped perfectly starting from the same foot on the ground, so i’m confused about why my character is doing this.
I’ve tried adjusting animation range (each clip is about 3sec), and although I have a loop match for cycle offset and root transform position, I’m still having issues. Can anyone give any suggestions?
I noticed when creating Blend Trees I had the same problem. What I realized is that my left turn was fine, but my right turn was jerky with stutter steps. I thought I had set the animations up to smoothly transition with the same foot landing to lead each animation. What I realized I had done instead was mirror the turn animation to get my left and right turns. When mirrored, the opposite foot was landing in the start of the animation, even though they were the same clip. Once I created a separate animation for the right turn, the problem was corrected.
Again, you specifically state that you set all your animations to start off on the same foot, so perhaps you did not make the same mistake. The only other advice I would have is to ensure that each animation starts in the same basic posture the other animations end with. Though if they all loop properly and start on the same foot, that is a given.
Are all of the animations speeds for the transition the same?