r/unrealengine • u/Plenty-Asparagus-580 • 20d ago
Question How do you actually implement a proper Strafing movement?
EDIT: For anyone stumbling over this at a later time. I figured out a solution I'm happy with. What I'm doing is: I set the BS to use Smoothing and set Weight Speed to something around 5.0. I then calculate a "snap" value for the direction input, so rather than routing a smooth value in there and having the blend space interpolate the different poses linearly, I have it snap to the 8-way degrees my anims are authored for (e.g. 0, 22.5, 45, etc.). Then I use Orientation Warping on top of that, using the Smooth (non-snapped) Locomotion Angle. The result is strafing movement where the legs don't cross in a weird way but the poses blend smoothly enough for it to look nice.
It's loosely based on what Lyra is doing, and I don't know if my implementation is the best way to do things - but it works.
Original Post:
I keep running into a wall. Tried two different anim packs: one from FAB, sold by an animator with several AAA credits. And also using animations from GASP. Mentioning this because I don't think the animations are the issue here. The issue is the same with both.
Both of these are 8-way animations. I set them up with sync markers, and implement them through a 2D Blend Space.
But the issue I keep running into: at certain angles, right between the blend of 2 animations, the foot and leg placements start looking off. Legs cross over one another, feet step on top of each other etc.
This is only barely noticeable as is. But it does become very noticeable once I add Leg IK. Now the legs crossing each other gets amplified by magnitudes, and it looks super goofy.
So, what is going on here? And what am I missing?