During my searches for help with animation blending, I came across animation layering as well. I read a gamedev post where haegar wrote up some info on the differences but it was a bit above my head. Could someone please explain the difference between animation blending and animation layering with some easy examples?
My blending gave some interesting results. Animation A bends my box sections in one direction effectively creating a 'C' shape. Animation B twists the box along its length, effectively simulating torsion. Now if I give animation A 90% of the blend and animation B 10%, I get a 90% bend in the 'C' shape and only 10% torsion - just as expected, and it obviously works vice versa.
Now here's the thing, what if I wanted full torsion and full bend? Would that be where animation layering comes in? And how exactly would that work?
At the moment to do the animation blends I convert my matrices to quaternions, nlerp between them quaternions and lerp between the translations and then convert that back to a matrix. Not very efficient I know, but I'll refactor this later.
So looking at this from my game character's requirements, I would like him to have an idle animation, a jog and a run, so this would be a fairly simple blend between idle and jog and then jog and run, but why would I need layering? Would this be for something like running with the bottom half of the character and shooting with the top? (instead of animating arms as they'd be when running).
Thanks for any help or pointers
: Added tags to topic.