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Player_0

Animation and Collision in fighting games

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Player_0    99
My question is basically how is it most commonly done? Is the animation skeletal or vertex tweening? Are AABB trees used for collision? What ways would be best?

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Leo_E_49    228
Ideally I'd go with OBB-sphere collision. OBB around your characters' torsos and limbs and spheres representing an offensive area (which does damage to your enemy) on a keyframe basis when their animation reaches a certain point. Yes, you'd create the OBBs around your characters' skeletons and yes you'd tween all animations.

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