class CKeyframe {public:CVector3 vPos;CQuat qRotate;};
question #2: int someNodeID; is Bone ID if i use Bone System right?
question #3: Do i need Scale or Color? If yes where i'll use it
Thanks,
Kasya
class CKeyframe {public:CVector3 vPos;CQuat qRotate;};
Quote:Original post by haegarr
How do you prevent lower priority animations from being added if there is no criteria like "the sum is full"?
Quote:Original post by Kasya
question #1: Can i not use AnimTrackType. my Keyframe class is
Quote:Original post by Kasya
question #2: int someNodeID; is Bone ID if i use Bone System right?
Quote:Original post by Kasya
question #3: Do i need Scale or Color? If yes where i'll use it
Quote:Original post by Kasya
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What is Animation Track?
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Quote:Original post by RobTheBlokeQuote:Original post by haegarr
How do you prevent lower priority animations from being added if there is no criteria like "the sum is full"?
Depends on how the rest of your system works i guess. In our case, we don't need to do that, and in the majority of situations our clients normally want the weights to sum past 1. A very simple example is a spine rotated back, and a spine rotated forward pose. Given a basic walk, if the character is going up hill, add a bit of the spine forward pose to your walk animation - then normalise. Obviously the translation tracks should not be present in the two poses (which is normally the case for most bones other than the character root). Mind you, our system has about 20 different ways to blend animations - mainly because there really is no 'one fits all' blending scheme you can use.
Quote:Original post by haegarrI mean a kind of blending that is able to supress another animation to be added as well, simply because the so higher priorized animation is processed earlier and "fills up the sum", so that "no more space" is left for the subsequent animation.
if(mask_used){ foreach track to eval}else{ foreach track}
foreach track{ if(weight<1) { }}
Quote:Original post by godmodder
This makes me wonder, haegarr, how exactly do you supply these extra weights per animation? For example: I use Milkshape 3D to import my animation data, but there's no direct support for any kind of parameters like that. The best I can do is supply these extra weights in the supported joint "comments", but that feels kind of like a hack.
Quote:Original post by godmodder
Using a simple mask could alleviate my problem I think. I could then predefine a couple of masks like "upper-body animation", "lower-body animation" and then use these to blend the animations. Ofcourse this wouldn't give me alot of fine grained control...