I continued to find and search over the web for the custom character animations but I only got the weapon code from the forums and some video tutorials, but i managed to find some working how to deal it in kismet.
The AnimNodeBlendByPhysics has several functions to animate the whole sequence, I had to try and connect it and see if it works. and here is the script in the pawn class:
var AnimNodeSequence Strike1;
var AnimNodeBlend CombatNode;
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
super.PostInitAnimTree(SkelComp);
Strike1 = AnimNodeSequence(SkelComp.FindAnimNode('AtkStrong'));
CombatNode = AnimNodeBlend(SkelComp.FindAnimNode('CombatNode'));
}
exec function PlayStrike()
{
`log("<<<<< play Strong Attack >>>>>>");
Worldinfo.Game.Broadcast(self, "<<< Play Strong Attack >>>");
CombatNode.SetBlendTarget(1.0f, 0.01f);
Strike1.SetPosition(0.0f, true);
Strike1.PlayAnim(true, 1.0f, 0.0f);
}
When I use a AnimNodeBlendList for my CombatNode (like in the image.)
I get an error in the log saying Accessed None 'CombatNode'.
Alternatively when I used a AnimNodeBlend instead (which doesn't give me enough room for sequences) I had no errors...but when I type 'playstrike' from the console, The log and broadcast play...but no animation plays.
Then I was asking to myself what am I doing wrong here?
I get an error in the log saying Accessed None 'CombatNode'.
Alternatively when I used a AnimNodeBlend instead (which doesn't give me enough room for sequences) I had no errors...but when I type 'playstrike' from the console, The log and broadcast play...but no animation plays.
Then I was asking to myself what am I doing wrong here?
I had referenced the skeletal anims at following:
But sooner i realised its a big mess and it takes very long time to make everything into account. So I finally decided to dig this in the third year for my final project assessment.







