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Something I worked on for Unreal 5.3 is a new experimental "Dead Blending" node - it's a drop-in replacement to the Inertialization node which often produces better blends when the animations are not synced or you have frequent transitions.

102,317 views • 2 years ago •via X (Twitter)

11 Comments

Caleb Longmire's profile picture
Caleb Longmire2 years ago

Dead Blending has been an absolute godsend for us internally. We can now construct state machines that may trigger tons of back to back transitions with great results, whereas before, inertial blends would fall apart and pop.

OPEN's profile picture
OPEN1 year ago

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Nathan Zufelt's profile picture
Nathan Zufelt2 years ago

Swanky 😎

:3's profile picture
:32 years ago

@jimmygunawanapp I made a procedural splinebased animation system to explicitly combat this a while ago. Too bad I haven't had much time to elaborate on it recently... ;_;

Sean Diehl's profile picture
Sean Diehl2 years ago

Those results look much better. I hooked up Inertialization Bending once, saw the legs break immediately and never went back. Might need to give this node a try.

Kyle Lautenbach's profile picture
Kyle Lautenbach2 years ago

I didn't know this existed!! This is such a great improvement.

Danny Blank's profile picture
Danny Blank2 years ago

Brill! I was wondering when we would see this in an engine after your initial findings in Feb.

Inu Games's profile picture
Inu Games2 years ago

Does it take more time to blend than the inertialization? I have a landing anim and with the new algo feet will go underground (i can make a video if needed)

xWildSlicerx's profile picture
xWildSlicerx2 years ago

@Warka101 @Warka101

Bobby Anguelov's profile picture
Bobby Anguelov2 years ago

Have you considered using a sync track to solve that problem. It's orders of magnitude simpler and cheaper?

Liam Reynolds's profile picture
Liam Reynolds2 years ago

Interesting. Something i took for granted at other studios - didn't know other engines have not got it.

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