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Transitioning between animations that include steps

Discussion in 'Animation' started by 00christian00, Jun 15, 2018.

  1. 00christian00

    00christian00

    Joined:
    Jul 22, 2012
    Posts:
    1,032
    What's the best way to transition between two animations that include steps?
    For example let's say I have a running animation that need to go into a dive and roll on the ground animation.
    If I simply blend the two depending on the state of the current footsteps in the running animations you could totally miss the initial step to charge the jump or do it halfway and look awkward.
    What's the best practice to sync the two?
    Do you do something via code? You force the transition to act at the end of a loop?
    Any feature I am missing that could help?
     
  2. 00christian00

    00christian00

    Joined:
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    I think I got how to do it. Should I use the transition property "exit time" and make sure the footstep match right?
     
  3. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    There are a couple references to best practices related to transitions and blend tree setup, by making sure each animation starts with the same foot forward. I think this rule applies to animations outside blend trees as well.
    For exceptions to the rule, one solution could be be - having a transition animation, rather than a transition between two disparate animations.
    You can track down the examples mentioned above, but if I come across them I will update the post.
    (I reference a now unpublished video in the second link. If you can't track it down PM me and I can provide access)

    For games with the player character on screen, transitions typically are fast like 2-4 frames, so the foot slip / discrepancy is minimal.

    Checking AnimSetPro Movement Set Reference might give some insight on transition animations in place of direct transitions.
     
  4. 00christian00

    00christian00

    Joined:
    Jul 22, 2012
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    1,032
    Thanks! I have animsetpro so I'll have a look.
    The pain of having access of thousand animations on mixamo and having to modify all of them anyway to be usable in game :(
    Sometime I made so many changes It was probably quicker to just redo them from scratch.
     
  5. theANMATOR2b

    theANMATOR2b

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    Jul 12, 2014
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    Agree - I was going to state in my opinion - the best approach is to have unique/created animations for every situation, however I think this is a bias I have as a animator, I enjoy seeing unique well created animations in different games. :)
    It's unrealistic to expect that level of detail in ALL indie products, at the same time we can't expect the tech to 'fix' certain parts of the game when we are doing - custom/extreme things that are beyond the 'common' setup.

    If you have access a good reference for your question is Horizon Zero Dawn, among other 3rd person games. The transitions in those types of games are pretty quick, and when they are not they have short "transition" animations in place of a common transition blended between two animations.
     
    00christian00 likes this.