Blend Per Bone
Animation Blend Per Bone Implementation
Section titled “Animation Blend Per Bone Implementation”- Split Animation Layering Setup
- Issue: Full animation plays during movement (gliding effect)
- Solution: Split animations between body parts
- Top: plays attack animation
- Bottom: plays locomotion
- Animation Blueprint Configuration
-
Create cache for locomotion state
- Drag locomotion pin → search “cache”
- Name: cache_locomotion
- Rearrange default slot before dodge
- “Ensures montages don’t play during dodge roll”
-
Layer Blend Per Bone Setup
- Search/add “layer blend per bone”
- Connect to dodge roll’s false pose
- Configure bone settings:
- Add branch filter
- Copy spine bone name from Skeleton tab
- Paste name in options
- Connections:
- Default slot → blend pose zero pin
- cache_locomotion → bass pose
- Standing Animation Enhancement
- Use ismoving variable with blend by bool
- Place before dodge roll
- Save default slot to cache_defaultslot
- Connections:
- Layer bone node → true path
- cache_defaultslot → false path
- “Full animation plays when standing”
- “Split animation plays when moving”
This system creates a more polished animation by splitting body movements between top and bottom, while maintaining full animations during stationary attacks. Small adjustments significantly improve overall animation fluidity.