Carno Run
  • Gameplay and features
    • Overview
    • Core Gameplay
  • Pre-production
    • Inspiration and Concept
    • Greyboxing
  • production
    • Asset Creation
      • Player Character
      • Environment
    • Animation
    • Technical Design
      • Camera Set-up
      • Player Controls
      • Animation
      • Collision with Obstacles
      • Level Spawning
    • Game Mechanics
      • Score System
      • Difficulty Scaling
    • Level Design
    • Sound
  • post-production
    • Reflection
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  1. production
  2. Technical Design

Animation

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Last updated 2 years ago

While the animation of the Carno was done in Blender, implementing them in Unreal Engine 5 took some additional steps.

State Machine

UE5 uses state machines in the character's animation blueprint to determine what animation should be playing at any point of time.

As a default state, the Carno will be in its idle animation.

The condition to move from default to run (BS_CarnoRun) is the game starting (a Boolean set to true).

Next, between running and jumping, the conditions to move back and forth is a Boolean set to True by the Spacebar key, and set back to False after the jump animation is complete.

Blend Space

Mentioned in the previous section was BS_CarnoRun. BS stands for Blend Space, which is what UE5 uses to blend between animations based on user-defined parameters.

In this case, I blended the Carno walking animation at regular speed and at 2x speed, controlled by a horizontal parameter "Speed".

As the speed of the player movement increases, the speed of the animation increases accordingly to match the faster traversing of the level.

The speed of the player movement is scaled by number of map pieces exponentially, which is explained in .

Game Mechanics
Anim Graph of Carno
Animation blend space of Carno walking