Matching walk/run animation with character movement

Started by
11 comments, last by comfy chair 10 years, 7 months ago

I have a follow-up question - which is best:

Playing bracket animations discreetly (either walk, jog or run), or blending them together?

With blending, for a speed half between walk and jog, I would use weighted interpolation from the walk and jog animations to determine the bone transformations.

Advertisement


Playing bracket animations discreetly (either walk, jog or run), or blending them together?


What you want are real smooth "analogue" transitions, where you can move the analogue stick slowly up, where it goes faster and faster, without any sort of popping and where the speed of the character goes faster and faster.

Like Buckshag says, true "variable speed" animations are the best. whether achieved by blending bracketed animations or by some continuous variable speed animation system.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

Thanks. I am well on my way to have a smooth gait transition/footfall system for my characters.

(by the way, I am making a sim game, not a footballer).

This topic is closed to new replies.

Advertisement