Programing transition animations in upbge

I have been trying to program transitions into a game project I’m working on, but it only half works and I think I’m not programming it efficiently. There doesn’t seem to be much info on programming animation transitions. Does anyone know how to do this. If you do please help!

If I’m to vague please feel free to ask more questions.

yes, the way you schedule animations is intimately linked with the architecture of your logics

so either use pure python and then you gonna “blendin” animations played on the same layer

https://docs.blender.org/api/2.79/bge.types.KX_GameObject.html?highlight=playaction#bge.types.KX_GameObject.playAction

either you gonna use an action actuator with the possibility to parameter its “blendin” at will
http://bgepython.tutorialsforblender3d.com/ActionActuator

Both above, are correctly about ‘transition’ aka horizontal blend, and you need to distinguish it with vertical blend which is playing 2 actions on 2 different layers during the same time and weighting each their contribution.

In general don’t hesitate to check if your animation system is consistent and robust by using dummy animations for debug… Coz you not gonna notice flips, glitches and little freezes on smooth blended animations .

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