Giter VIP home page Giter VIP logo

Comments (5)

turanszkij avatar turanszkij commented on May 25, 2024

currently if we do this now with how it works one of these will override all bones even if they don't animate in that specific animation

In this case why is the bone contained in the animation? If only the hand animates, then only those hand bones should be in the anim, and then you can blend them on top of the idle/crouch anim. You could also consider using this technique in the current system.

To make animations additively blendable, we would need to store the animation data in relative to parent's T-pose transform, while they are currently stored in relative to their parent world transform. Not sure yet at which point this should be computed and what to do with currently existing animation datas.

from wickedengine.

AnthonyPython avatar AnthonyPython commented on May 25, 2024

As far as I know they shouldn't have any keys, only the parts that are animated, when I tried last time but I will look later.
but regardless it would be nice to have in general since many others have this capability.

from wickedengine.

VinnyVicious avatar VinnyVicious commented on May 25, 2024

Is this an approximation of what you need?

https://docs.unrealengine.com/5.3/en-US/using-layered-animations-in-unreal-engine/

from wickedengine.

AnthonyPython avatar AnthonyPython commented on May 25, 2024

Like the montages yes something like that, with the layer blending. It would be rather bad to have to make say a pain flinch animation for every weapon pose/ stance

from wickedengine.

VinnyVicious avatar VinnyVicious commented on May 25, 2024

yeah, totally agree with you. in a pinch, however, you can do the blending in Blender and export as a "binary" to the engine. You would have your flinch anim, then the poses, then Blender does the blending and bakes into an animation, which then your code just reads dynamically depending on the anim tree state.

https://blender.stackexchange.com/questions/137483/how-to-bake-animation-in-blender-2-8

that is how i did ragdolls without ragdolls in the past. baked and prerecorded around 100 different variations in Blender, and in code, had a random integer to dynamically load the anim. death_001, death_002, etc.

from wickedengine.

Related Issues (20)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.