LethDavidson
Member
Howdy!
This is a bit of an odd one and on me i'm sure, but i'm building a custom animator for AI bit by bit and when switching to a crouched state via height change, the dude seems to rapidly pop between the standing animations or the standing idle as they move. I'm including a video of the behavior and the anim controller itself. I've gone through and adapted/copied alot of the different transition conditions, and the behavior works on the ufps demo unit carrying out the same behavior via an AI script, there's just something about the controller i've built that just isn't doing what it should. Normally i'd just keep at this myself, but given that it's wrapped up in the ability system i'm really not sure what to do here.
Apologies for the choppiness, got alot goin' on on dif screens.
In the video, the bouncing gasmmaskman and the crouched Nolan are using the same ai script.
i'm sure it's something to do with some anystate transition I've mucked up, but i can't find the problem area.
I've taken control of it myself, and the behavior is consistent. Sometimes the Ability Change parameter seems to get stuck, or not change until i move for a bit.
I've also seen that the anim never finishes playing, it LOOKS like the state anim plays about halfway through then transitions out a dif one, always getting halfway then stopping. it LOOKS like it's doing tht "transition to self" stuttering but it's not as those are all unchecked, and more or less are the same values in the sameplaces that the demo use has, no idea why this transition is so rapidly borked.
I haven't added the leg index to any of these, largely given that i don't understand it yet and was gonna mess with it later, but could the leg index not being there have antyhing to do with it?
Here's a link to the controller, no idea if ya'll can use it but here it is regardless.
This is a bit of an odd one and on me i'm sure, but i'm building a custom animator for AI bit by bit and when switching to a crouched state via height change, the dude seems to rapidly pop between the standing animations or the standing idle as they move. I'm including a video of the behavior and the anim controller itself. I've gone through and adapted/copied alot of the different transition conditions, and the behavior works on the ufps demo unit carrying out the same behavior via an AI script, there's just something about the controller i've built that just isn't doing what it should. Normally i'd just keep at this myself, but given that it's wrapped up in the ability system i'm really not sure what to do here.
Apologies for the choppiness, got alot goin' on on dif screens.
In the video, the bouncing gasmmaskman and the crouched Nolan are using the same ai script.
i'm sure it's something to do with some anystate transition I've mucked up, but i can't find the problem area.
I've taken control of it myself, and the behavior is consistent. Sometimes the Ability Change parameter seems to get stuck, or not change until i move for a bit.
I've also seen that the anim never finishes playing, it LOOKS like the state anim plays about halfway through then transitions out a dif one, always getting halfway then stopping. it LOOKS like it's doing tht "transition to self" stuttering but it's not as those are all unchecked, and more or less are the same values in the sameplaces that the demo use has, no idea why this transition is so rapidly borked.
I haven't added the leg index to any of these, largely given that i don't understand it yet and was gonna mess with it later, but could the leg index not being there have antyhing to do with it?
Here's a link to the controller, no idea if ya'll can use it but here it is regardless.
UCCAnimController - Google Drive
drive.google.com