Game Development Community

To blend, or not to blend.

by Azaezel · in Artist Corner · 07/08/2013 (8:06 pm) · 3 replies

Trying to help one of the artists with an issue, an not entirely sure I've got enough context to give good advice, so:

What would be the recommended method for a looping animation for a portion of a model that may or may not be played at a variable rate, independent of a given action animation, such as running, firing, ect?

Would that be looking into blend sequencing, or mounting?

#1
07/12/2013 (1:30 am)
Blend sequences will add additional transformation to the animated nodes. This is very useful for some cases but may not be what you are looking for in your case.
If you would like to control an exact portion of nodes of your model via a certain animation you should consider animating that exact portion of nodes and give it a higher priority.
That way you can play simultaneously a few animations that have control of a group of nodes and the animation with the highest priority will take control of that group of nodes.
#2
07/14/2013 (1:37 pm)
Thanks. Passing that along.
#3
02/09/2014 (3:57 pm)
We are running into the issue where the transforms for the animation to be blended override the animation its supposed to be on top of. Even if a node/bone has no transform data. In other words blending is taking the secondary rigs transforms even on areas without keyframes. Thus blending them, it overwrites the primary animation to some degree.

Is this something with colladra import? As in does the engine automatically change every frame for every node/bone upon import into a keyframe? Again, even if the node has no transform data upon import.


Basically, having things locally rotating independently on their own loop, while getting their position data from the main animation.