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designing a state based tree skeleton animation system

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Hi! Does anyone know any good articles or resources, or can offer me some advice on designing such a node based system? I looked but am unable to fix on how some of the finer details should be done. Thanks.

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You're going to need to be more specific on what it is you want, your title is just an amalgamation of loosely related words.

I can give you an overview of what I think you mean, perhaps it'll give you some google terms or put some ideas in your head...

You have a skeletal hierarchy where each node represents a bone. Each node holds some state, depending on your application this state might include:

* A matrix for transformations in bone-space (and perhaps another matrix for it's absolute transformation),

* physical properties such as length, friction, tensile strength,

* restrictive limits of movement like limited angles and degrees of freedom.

An animation is then simply a sequence of state-changes that is applied each bone; every bone will have it's own unique sequence.

To calculate the absolute matrix of a bone you iterate depth-first through the hierarchy and concatenate (using matrix multiplication) each matrix. So the absolute matrix of any given bone is equal to all it's parent nodes' bone-space matrices multiplied together along with with it's own.

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aha, sorry for any ambiguity. But I did not mean the skeleton itself, I meant the way of managing animations, using different blending nodes and such, and then in the game engine calling the engine and telling the animation a state it should be in. The game engine will then manage the blend tree to transition nicely to that state.

I only vaguely know how an api for this kind of system should look.

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