Animation speed based on player speed

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  • EDIT - I thought maybe just attaching the project to make things easier to see.

    Hi folks! New guy here and been having some good fun learning fusion over the last few days. I worked with some basic stuff to get to grips with Fusion and then recently moved into working on a platformer project. I've been working with the fast loop platform tutorial and so far I have to say everything is pretty easy and working as intended. I'm just a little stumped on how to keep the walking animation going until the player object comes to a complete stop.

    The best example I could use would be like in 2d mario games where you'll be walking, but when you let go of the walk button, mario gradually slows down until stopping, but the animation of the walking also gradually slows down until completely stopped, so it gives a better illusion of actually slowing down. At this stage I've got acceleration and deceleration working perfectly fine, but when I let go of the walking button, the animation jumps right back to the stop sequence and the player keeps sliding due to deceleration, then stops. Hope that's easy to visualize.

    I've taken the same approach as the tutorial, with having a player object, detector, and another object with the player animations attached to the player object. The detector is for checking collisions on ground for jumping purposes.

    I really don't know if I can post the project only because I was using a mario animation for testing purposes and I don't want to cause trouble with copyright, even though it's just temp since I needed an animation quickly. I guess I'm just looking for some ideas on how to keep the walking animation going once I let go of the button, but make it slow down with the horizontal speed of the player object.

    If there's any other info that would help with this, let me know. :)

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