For my GAME 356 class, I had to implement a character blueprint for our game so we could have a player running around a levels. I was severely pressed for time in the early weeks of this course because so many features had to be implemented in an very short amount of time so other people could get work done. As a result, Razz got a first pass animation blueprint, with just four animations, this was suppose be updated later but since its was "good enough" there was no pressing need to.
In my GAME 380 class, I now had time to go back and study how to implement animation blueprints properly, how many animation assets are involved, and how the pipeline works. YBOT has twenty six different animations to help with his character movement, all of which are handled not only by an animation blueprint but also an animation blend space to help shift seamlessly between movement animations.
RazzMaTazz and his four animations.
YBOT and his twenty six different animations.
Razz has a very simple Legacy 1D blend space blueprint so we could see our character running around and animating. YBOT has a 2D blend space that requires more animations for the different directions hes moving. Depending on different parameters you give the animation blueprint, like movement speed for running and walking, the animation blend space plays the appropriate movement animation and blends with others.
Razz with a Legacy 1D blend space.
YBOT 2D blend space.
Razz's EventGraph in his animation blueprint.
YBOT's EventGraph controlling different parameters to nodes.
Bonus Aim Offset blueprint
YBOT was able to get and additional feature with an aim offset blend space blueprint. This blueprint lets you blend different one frame look animations and then use different parameters, like pitch and yaw, to blend between them. You can get these parameters from your player camera and have your character appear as if they're "looking" with the camera.
YBOT's animation blueprint blending aim offset.
Aim offset blend space blueprint.
My final player gym that showcases all the needed character animations and a player running around using them.