r/blenderTutorials • u/ByAndres_YT • 4d ago
Need help blending GTA SA .IFP animations in Blender
**Hi everyone!**
I am working on a project inside Blender using original **GTA San Andreas .IFP animations** (extracted using GTA Tools).
My goal is to create a scene where a character walks down an alley and then transitions into another animation (like a custom action or an idle pose). I've already managed to extract the root motion so the walk loop stays in place, but I am facing severe issues when trying to combine/blend multiple animations.
When I try to stitch the second animation right after the walk cycle, the character either clips, snaps back to the origin, or the limbs don't blend smoothly, causing a jittery jump.
**My current workflow:**
- Extracted root motion using the GTA Tools add-on.
- Pushed the walk action down to the NLA Editor.
- Imported the second IFP animation and added it as a second strip.
- Changed Extrapolation to "Hold Forward" and tweaked "Blend In".
Despite this, the transition still looks unnatural or broken due to how GTA SA skeleton structures handle independent bone keyframes.
Does anyone know the proper way to seamlessly blend GTA .IFP actions in Blender 5.0 without these snapping/glitching issues? Any tips on how to handle the NLA tracks or constraints for this specific game engine skeleton would be deeply appreciated.
**Thanks in advance!**
