Fade from one character animation to another, even when interrupted mid-fade
Switching from standing to running to jumping in one hard cut looks robotic, and a naive fade breaks when the player changes their mind halfway: the character pops or briefly bends into an impossible pose. Here is a fade that always adds up and never pops.
Why this works
A character is always some mix of poses, and a mix only looks right when the shares add up to the whole. Let the wanted pose grow and share the loss among the others in proportion, and an interruption just changes who grows. Nothing restarts, so nothing pops.
When not to use it
Don't use it when two motions must not be mixed, such as a punch halfway into a block, or when one has to cut the other at once, such as a death. A blend of the two looks wrong. Switch with a hard cut or a short flash.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Fade from one character animation to another, even when interrupted mid-fade" (read_entry blend-between-animations-and-survive-interruptions) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP