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Pablo Rodriguez

Blend Per Bone

  • 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.