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#ActualDementedCarrot

Posted 13 November 2012 - 06:51 PM

I'm writing an animation system and I have basic bones and animation blending working. How does bone animation cooperate with outside factors like looking direction on player models, or leg/ankle inverse kinematics against terrain?

If a player is looking up or down at an angle how does the looking angle factor into the player model posture with other animations happening? If the player is running and holding a weapon, how does the weapon jostle back and forth and still reflect the angle the player is looking?

Is this just a blob of animations blended together, or is there special-case stuff going on?

#4DementedCarrot

Posted 13 November 2012 - 06:49 PM

I'm writing an animation system and I have basic bones and animation blending working. How does bone animation cooperate with outside factors like looking direction on player models, or leg/ankle inverse kinematics against terrain?

If a player is looking up or down at an angle, how the looking angle factor into the player model posture with other animations happening? If the player is running and holding a weapon, how does the weapon jostle back and forth and still reflect the angle the player is looking?

Is this just a blob of animations blended together, or is there special-case stuff going on?

#3DementedCarrot

Posted 13 November 2012 - 06:49 PM

I'm writing an animation system and I have basic bones and animation blending working. How does bone animation cooperate with outside factors like looking direction on player models, or leg/ankle inverse kinematics against terrain?

If a player is looking up or down at an angle, how the looking angle factor into the player model posture with other animations happening? If the player is running and holding a weapon, how does the weapon jostle back and forth and still reflect the angle the player is looking?

Is this just a blob of animations blended together, or is there special-case stuff going on?

#2DementedCarrot

Posted 13 November 2012 - 06:49 PM

I'm writing an animation system and I have basic bones and animation blending working. How does bone animation cooperate with outside factors like looking direction on player models?

If a player is looking up or down at an angle, how the looking angle factor into the player model posture with other animations happening? If the player is running and holding a weapon, how does the weapon jostle back and forth and still reflect the angle the player is looking?

Is this just a blob of animations blended together, or is there special-case stuff going on?

#1DementedCarrot

Posted 13 November 2012 - 06:48 PM

I'm writing an animation system and I have basic bone animation working and animation blending working. How does bone animation cooperate with outside factors like looking direction on player models?

If a player is looking up or down at an angle, how the looking angle factor into the player model posture with other animations happening? If the player is running and holding a weapon, how does the weapon jostle back and forth and still reflect the angle the player is looking?

Is this just a blob of animations blended together, or is there special-case stuff going on?

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