# Setup Locomotion Blendspaces

## Setting up a Blendspace

Soulslike Framework uses **Blendspaces** to create smooth transitions between different movement states. **Blendspaces** allow animations to dynamically respond to variables like speed or direction.

### Blendspace Examples

The framework includes two sample Blendspaces:

* **ABS\_SLF\_WalkRun**: Used for walking and running transitions.
* **ABS\_SLF\_Crouch**: Used for crouching movement.

As their names suggest, these Blendspaces are used to handle transitions for different locomotion states.

### Creating New Blendspaces

1. Right-click the **Content Browser** in an appropriate directory, select Animation -> Blend Space.

<div align="center"><figure><img src="/files/geAZaL0TLHgi1xv5CHzt" alt="" width="361"><figcaption></figcaption></figure></div>

2. If you are planning on using a custom character, select its Skeleton. If you are planning on using a character rigged to the Epic skeleton, select:

   1. **SK\_Mannequin** (for the **Unreal Engine 5** Manny/Quinn skeleton)
   2. **SK\_Mannequin\_Skeleton** (for the **Unreal Engine 4** Mannequin)

3. Setup **Axis Settings** & **Sample Smoothing** similarly (or to your liking):

<div align="center"><figure><img src="/files/SCBsw2Ex2aMt785fCzuy" alt="" width="193"><figcaption></figcaption></figure></div>

4. Setup your animations accordingly. If you are planning on having 8-directional movement, you can follow this format (yellow points are optional):

<figure><img src="/files/853ZsxCkT8QeAmDhU7DW" alt=""><figcaption></figcaption></figure>

Similarly, create a Blendspace for the Crouch state.&#x20;


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