OK, here’s some comment / though problems directly after watching this #234.
One thing I still don’t get is why nodes are placed in the blend space where they are. It’s not intuitive to me at all. I figure it’s because I’m probably not separating the AI’s forward direction, from a movement direction (i.e: he could move backwards + left, but doesn’t have to face that way).
A top down diagram might be useful here (slide) … showing what animation is used at each point on a axis around a circle. Followed perhaps by then placing the animation clips onto the 2d graph.
Also confusing is why a speed of zero moves the anim “backwards”. My expectation would be that a speed of 0 would be ‘stationary’. Maybe this comes later, but thought I’d mention it’s a bit confusing right now, as I try to get my head around pacing anime in the editor.
This next issue might be something to do with the Jog animation in 4.15. Not sure. One of the things I see in the provided unreal example is that at direction == 0, Speed of 270 the guys runs towards me (good), and nothing changes at all if I chance speed to 0 because both animations on the direction==0 axis are Jog_Fwd_Rifle. That does’nt seem right but I don’t know enough yet to know for sure.
Good so far, keep it up!