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FSM Animation Transitions
In our current implementation we're calling SetAnimation 85% into the current animation which causes the last 15% to be eliminated from ever having events. Is this pretty normal to start an animation x% in if it's not a looping anim?
The main example would be an Attack blending to Attack 2 and then Attack 3. If the player has queued an attack into the FSM the exit transition is either to Idle if there is no queued attack or on to the next attack if they did, and to use SetAnimation at 85% in. It all looks great, but just making sure the flow is correct.
Waiting until 100% of the animation is complete simply results in a hard jerky transition to the next animation.
It's perfectly fine to interrupt the animation if it gets the look you want. Some games, like Street Fighter, do the same. They allow some moves to be interrupted by certain other moves before they complete.