Game Development Community

True blending

by Daniel Buckmaster · in Torque 3D Professional · 11/07/2011 (10:48 pm) · 1 replies

It strikes me that for lots of things I'm trying to do with character animation in my FPS, it would be useful to be able to 'blend' between action animations, instead of just adding them. At the moment, 'blended' animations in Torque means that the animation's rotations are added to the rotations of an existing animation. What I'm going for, however, is being able to 'fade' an animation so that its effects on the skeleton are smaller.

Has anyone looked into this before? Would the changes be extensive? I'm not an expert in the shape/animation area of the engine, but from the little bit I've played around with limb animations, it's a daunting place!

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
11/08/2011 (4:12 am)
Take a look at the animation transition stuff as what that does is interpolate betweeen 2 different animations over a period of time. To do this, it applies x amount of animation 1 and y amount of animation 2, which is kind of what I think you want to be able to do right?