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Character Animation with Scene Graphs

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I was trying to implement animation node in my scene graph and ralized the following, since the game AI or human will control most animated character (except those which are periodic) I'll need seperate class of animation nodes. since most characters will be represented in hierarchy I'll need to in some way start the specific animation for all the transformation nodes of the hierarchy when it need be. So to deal with the problem i'm planning to keep a basic controller where pointers of all the transformation nodes will be contained. Moreover want to keep the skin of the structures organised in some way so that vertex blending can be done. Here is where i'm not getting. Can anybody suggest how the hierarchy should look like given a set of transformation nodes arranged in the hierarchy, a character class containing basic data, animation nodes for each transformation node, a global animation controller for all those nodes and skin for the animated character

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