Comments (5)
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.
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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.
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Is this an approximation of what you need?
https://docs.unrealengine.com/5.3/en-US/using-layered-animations-in-unreal-engine/
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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
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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.
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