![]() ![]() When going into a jog cycle, Blend Out will smoothly blend it, and follow the default "orient to controller" behavior. Depending on what action the player is doing, we want to allow the Root Yaw Offset to change its mode to one of the following states from the table below.ĭuring idles, Accumulate will completely counter the Actor's rotation.ĭuring starts, Hold will preserve whichever original offset this animation started with This additional offset is used when passing the yaw values to the Aim Offset in the FullBody Aiming layer. To minimize foot sliding, a counter to the rotation is used by a Rotate Root Bone node and is offset by the Root Yaw Offset. In Lyra, the Character Actor is oriented to the Controller's yaw. Different animations that are based on the turn angle, and how long the player waits before triggering them can be customized in the per-weapon Anim Set section of the Child Anim Blueprints by navigating to the Class Defaults > Anim Set - Turn In Place > Turn In Place Transitions. Turn in place animation selection is done from inside Lyra's base Linked Animation Blueprint's Idle state machine. This technique is used during starts because we have limited animation coverage. In Lyra, Strafe animations are created for four cardinal directions, because the player can move with 360 degrees of freedom, we use Orientation Warping to procedurally adjust their pose. Orientation Warping can be used with the root motion angle of a Character's movement and bend the lower body of a Character to match the angle. ![]() During start states, we begin with using Distance Matching to preserve the pose, then blend in by using Stride Warping as we approach the Jog state. ![]() By combining both of these techniques, you can dynamically choose to favor one technique over the other. ![]()
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