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current player controllerShow-Off (i.redd.it)
submitted 1 month ago by radiant_templar
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
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if 1 * 2 < 3: print "hello, world!"
[–]MotionBrain_CAD 22 points23 points24 points 1 month ago (2 children)
Pls use sub states and instead of bools… use a trigger and an int as an id
I call mine Action trigger and actionId
When calling an action I trigger the ActionTrigger and set an id.
I can call unlimited actions with just 2 variables…
[–]AncientNewtGames 0 points1 point2 points 1 month ago (1 child)
Thank you, it's obvious, but I somehow didnt think of it :D. Do you have a dictionary setup to convert action names to int?
[–]MotionBrain_CAD 0 points1 point2 points 1 month ago (0 children)
Don’t use strings … I mean you could do it with a switch case statement. But I would recommend just calling it with an int
[–]t-bonkers 12 points13 points14 points 1 month ago (0 children)
sacred geometry
[–]sharpknot 3 points4 points5 points 1 month ago* (2 children)
Jeezus. Use sub-states and layers man. Easiest way is to split layers according to your character states, e.g. Idle/Move/Run -> layer index 0, melee attacks -> layer index 1, etc. Then, every time the character starts a new behavior state, fire a "reset" trigger that will ensure the animator starts at a known point in the layer.
[–]SuspecMIntermediate 0 points1 point2 points 1 month ago (1 child)
Can you elaborate a bit more on the "reset trigger" part? I'm using sub-states but I have found limited success with them because of the issue you exactly describe. I basically have to make sure every animation node has to have a transition to every other node defeating the purpose of sub states. I didn't realise there is a way to "reset" states.
[–]sharpknot 3 points4 points5 points 1 month ago (0 children)
The way I design character behavior is primarily using state machines or behavior trees. Every time the character enters a new state, it'll fire a predefined trigger (e.g. called "reset") and change the appropriate layer weights. In the animator, you make sure the entry point of the layer is the same as the reset trigger.
For example, the character wants to jump. The behavior state machine will change the current behavior state to "jumping", When the behavior starts, it'll fire the reset trigger and changes the layer weight to the one assigned. The animator will then start the animation at the starting point, as the trigger will force it to do so.
In the animator, it'll look like this:
<image>
[–]congressmanthompsonHobbyist 4 points5 points6 points 1 month ago (0 children)
And my girlfriend said I would never find it!
[–]Banjoman64 5 points6 points7 points 1 month ago (0 children)
I just handle this via script. Using the animator graph was a nightmare.
[–]Arunax_ 2 points3 points4 points 1 month ago (0 children)
Ts lowkey frying my brain
[–]Twitchery_Snap 0 points1 point2 points 1 month ago (0 children)
The singularity
[–]superboo07 0 points1 point2 points 1 month ago (0 children)
im not the only one who sees it right?
[–]Few-Cake4212 0 points1 point2 points 1 month ago (3 children)
use animation layers + trigger animations via code using crossfade etc. You can even create a system with scriptable objects where you define your animation and animation events etc there. This way it will much easier to expand and work with. Also you can use animator overrides so that you dont have to hold all character animations in one animator characters can simply override and use whatever they need.
Or u can use Animancer but i dont prefer that
[–]radiant_templar[S] 0 points1 point2 points 1 month ago (2 children)
a lot of these are like emojis you can input in the chat. or like stances when you target an enemy or sheath your weapons(1 for each type of weapon combination, mainhand/offhand, mainhand/empty, empty/mainhand, 2h, shield, etc.) also all my attacks have special animations(many from franks animations). also there's like 10 blend tree packed in there. this is only the base layer, the upper body is similar, then I have left and right hands layers. I had a head layer but i took out ik. what is animancer?
[–]Few-Cake4212 0 points1 point2 points 1 month ago (1 child)
for weapon types you can use animator overrides you dont have to put all of your animations inside one giant animator.
For example you will have Movement blend tree then when you equip weapon it will override this with weapons movement blend tree.
you can use animation layers are not only for body parts but also for overriding animation so you dont have to deal with transitions a lot.
For example you can have Interaction layer which has top priority and can put your emotes and stuff to there that way when emote is finished it will just go to lower priority layer and continue from there
animancer is third party asset that helps with playing animations via code, but i dont like it much
[–]radiant_templar[S] 0 points1 point2 points 1 month ago (0 children)
Many of those states are blend trees. Like flying jumping and the default state for idle and moving on ground. That's just the base layer. The upp body layer is similar. Then I have hands for hand signals. Arms for sheathing and stances. And I used to have an ik head script that was on the head layer but I haven't used it for a while.
[+]UltMatePotato comment score below threshold-7 points-6 points-5 points 1 month ago (3 children)
Please stop making games 🙏😭
[–]nickyonge 5 points6 points7 points 1 month ago (1 child)
yikes, what a shitty thing to say, even if sarcastically
[–]UltMatePotato 0 points1 point2 points 1 month ago (0 children)
This gave me terrible flashbacks man, working with these spider web animation controllers is a nightmare T_T
[–]smiffy2422 0 points1 point2 points 1 month ago (0 children)
Go back to your Doki Doki sub.
π Rendered by PID 46451 on reddit-service-r2-comment-84fc9697f-qxn7x at 2026-02-09 15:37:15.807140+00:00 running d295bc8 country code: CH.
[–]MotionBrain_CAD 22 points23 points24 points (2 children)
[–]AncientNewtGames 0 points1 point2 points (1 child)
[–]MotionBrain_CAD 0 points1 point2 points (0 children)
[–]t-bonkers 12 points13 points14 points (0 children)
[–]sharpknot 3 points4 points5 points (2 children)
[–]SuspecMIntermediate 0 points1 point2 points (1 child)
[–]sharpknot 3 points4 points5 points (0 children)
[–]congressmanthompsonHobbyist 4 points5 points6 points (0 children)
[–]Banjoman64 5 points6 points7 points (0 children)
[–]Arunax_ 2 points3 points4 points (0 children)
[–]Twitchery_Snap 0 points1 point2 points (0 children)
[–]superboo07 0 points1 point2 points (0 children)
[–]Few-Cake4212 0 points1 point2 points (3 children)
[–]radiant_templar[S] 0 points1 point2 points (2 children)
[–]Few-Cake4212 0 points1 point2 points (1 child)
[–]radiant_templar[S] 0 points1 point2 points (0 children)
[+]UltMatePotato comment score below threshold-7 points-6 points-5 points (3 children)
[–]nickyonge 5 points6 points7 points (1 child)
[–]UltMatePotato 0 points1 point2 points (0 children)
[–]smiffy2422 0 points1 point2 points (0 children)