fmp 25/10/2022

I will not discuss the operation of calling the KCC parameter synchronization state machine too much here, because it will involve a lot of code.

I recorded a demo here. In fact, this includes far more than character animation. In the process, I also need to synchronize the running animation with the character’s moving distance, and solve many problems such as camera movement.

But the character still has armed state, so another set of armed clips needs to be prepared for the same running and jumping clips.

In addition to the moving animation, the character also has slashing animation and death animation.

I have figured out the slashing animation as two new states.

Here I use the animation layer. I can control the weight of the layer. I’ll record another demo video to illustrate.

When the weight is 1, the character will appear to be holding a sword, and when the weight is 0, the character will appear to be empty-handed.

The last is the jumping state. Thanks to the developers of KCC, the developers can obtain the status of the character in the air in real time, which is expressed as a bool.

I exposed the airborne detection of the character in the KCC to the state machine of the character. When the character is detected to be in the air, jump animation will be played. The jump animation plays not only when the player presses the space bar, but also when the character falls from a height.

At the end of this blog plge I recorded a complete character controller demo.

Below is my list of animation clips:

  1. [ UNARMED ] walk forward, walk backward, right strafe, left strafe (mirrored right strafe), jump, idle.
  2. [ ARMED ] walk forward, walk backward, right strafe, left strafe (mirrored right strafe), jump, idle.
  3. two slashing.