Following the previous tutorial, your character will just have standard animations. To ensure that the animations change dynamically depending on the direction or speed of the character, blend spaces are needed.
In this folder, create a textfile and rename it to <name>.bspace, so for example locomotion_bs.bspace;
The file should not have the .txt extension anymore.
You'll get a warning that the file may become unusable, but that is fine.
You'll see that a number of options appeared in the Properties on the right side:
Blend space properties
To understand what these do, you'll need to open the Blend Space Preview under menu (top right) → View → Blend Space Preview. A new panel will open in the Character Tool:
Blend Space Preview panel
You can dock and resize this panel however you want, or even open it on a second monitor.
Now you'll need to add the Dimensions. How many depends on the number of dimensions your animations go in; if you're only doing a walking blend space, which we'll do in this tutorial, you only need two dimensions: Travel Speed and Travel Angle.
Repeat step 2 and choose Travel Angle. Set its Cell Count to 5 and the Min and Max value to 3.14;
The Cell Count values represent the lines on the mesh that the animations are placed on. How many you need, depends on optimization. For this tutorial, a value between 5 and 10 is fine.
The animations used in this tutorial cover 360 degrees of movement (i.e. a circle), so using radians as a scale is the easiest way to make sure everything works out the way you want it to. That is why 3.14 (Pi) is used for Travel Angle.
Repeat steps 4-6 until all corners on the back line have Idle animations on the corners;
As you set the Travel Angle to -3.14 and +3.14, this should be the values for respectively the animation on the right edge and the left edge.
On the next row, start with a backwards walking animation on the right;
Next, to the left of the forward walking animation, add a left strafe walking animation;
Now you'll need to connect the animations together, so the Engine knows which ones need to be blended. To do this, you need to add Annotations in so-called "quads".
The blend space has now been created, but not assigned to the (playable) character yet. To do this: