I'm working on a multiplayer FPS game that is fast paced. We have skeletal animation code in place and we can blend from one animation to other when player change actions (like changing from running animation to walking animation). However the problem is that the player can request another animation track (or any number of tracks if she/he is fast enough) while other two animations are blending. I can't simply change new animation with other two while they're still blending.
My initial thoughts was to use a blending weight that takes into consideration previous animations and new one but I don't know how I could implement that or even if its correct.
I really appreciate it if anyone can tell me how other games accomplish this task or any pointers in right direction.
Sacred PixelMember Since 02 Nov 2011
Offline Last Active Feb 28 2014 09:31 AM
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