Hello, So I was advised by someone from support that I should switch Attack state machine from FullBody to UpperBody layer, but I am still having trouble. See below...
So I was able to switch the Attack state machine from FullBody Layer to UpperBody layer, but it appears that the FullBody Layer requires a default state machine. I'm not sure I understand what kind of default state machine would make the most sense here? Or if there are any other settings I am missing to check off to get this setup properly.
Is it possible for someone to help walk through how to properly configure this to work?
As right now if I try to set FullBody to say a Default State Machine that simply has an Idle animation, and I set the UpperBody layer to have default state machine set to Attack. The effects of this is a Frozen Player in-Game. None of the attacks animations ever execute, and player movement, run etc. totally stops. The player is just frozen in place, while I can move him around, the animations all break when I do what you suggested.
So It seems there is some missing steps to properly configure this to work. Can someone please assist with this?
Or refer me to any youtube video, or possible conversation / thread that explains how this can be achieve properly?
Note I do have different animations that come with the character asset. I'm just unsure of how it's suppose to be blended properly or whatever other steps i may be missing to allow UpperBody to execute those animations while lower body continues playing the run, movement animations if we are still running moving foward.
Please advise. I'm sure this is something many others would be curious about achieving as well.