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#Actualhaegarr

Posted 27 October 2013 - 09:52 AM

Blending is not restricted to 2 arguments. The blending you're doing at the moment is probably a weighting like in

    ( 1 - w ) * A1 + w * A2

where w is in the range [0,1]. This can be expressed as

    w1 * A1 + w2 * A2

and generalized to
    sumi ( wi * A)
with the condition
    sumi ( wi ) = 1
 
Driving the weights is the job of the animation controller. E.g. the speed variable is used to compute the relative weight of ambling and walking or walking and running. If you have blending on several levels, like blending between different speed forward animations and then blending with e.g. leaning to mix in curve movement, then you have to consider that blending is not commutative. So your animation controller really has to blend the forward movement animations first, then to consider the leaning. Such dependencies are well formulated by a blend tree (in the end it burdens the designer to find a nice looking solution).
 
Another aspect is whether an animation should override a basic animation. This is called animation layering. E.g. if the avatar aims with a pistol, its weapon arm is no longer controlled by the basic walking animation but by the aim controller. Obviously, such layering need to be done to selected potions of the skeleton only.

#1haegarr

Posted 27 October 2013 - 09:51 AM

Blending is not restricted to 2 arguments. The blending you're doing at the moment is probably a weighting like in

    ( 1 - w ) * A1 + w * A2

where w is in the range [0,1]. This can be expressed as

 

    w1 * A1 + w2 * A2

and generalized to
    sumi ( wi * A)
with the condition
    sumi ( wi ) = 1
 
 
Driving the weights is the job of the animation controller. E.g. the speed variable is used to compute the relative weight of ambling and walking or walking and running. If you have blending on several levels, like blending between different speed forward animations and then blending with e.g. leaning to mix in curve movement, then you have to consider that blending is not commutative. So your animation controller really has to blend the forward movement animations first, then to consider the leaning. Such dependencies are well formulated by a blend tree (in the end it burdens the designer to find a nice looking solution).
 
Another aspect is whether an animation should override a basic animation. This is called animation layering. E.g. if the avatar aims with a pistol, its weapon arm is no longer controlled by the basic walking animation but by the aim controller. Obviously, such layering need to be done to selected potions of the skeleton only.

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