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I have heard people speak of it, so what is it?
Animation Blending is where the last pose of an animation and the first pose of another animation are used to make a transitional animation so the animating model smoothly transitions from Idle to Fire, to reload and on. Or a character will smoothly go from Standing to crouching to running without the animation suddenly starting.
Dr. Infested Wrote:Animation Blending is where the last pose of an animation and the first pose of another animation are used to make a transitional animation so the animating model smoothly transitions from Idle to Fire, to reload and on. Or a character will smoothly go from Standing to crouching to running without the animation suddenly starting.

Nice try but you're wrong. :P
Animation Blending is taking two animations and using them to create a new one.
A fire animation and a walk animation played at the same time result in a fire-while-walking animation.
It's both, actually Smile dim3 does both as of the newest versions, teh1ghool has pointed out that there are supposedly some bugs which I'll be looking at after I get done with the mesh stuff.

[>] Brian
A quick note on how multiple animation piece works (as blending between two when switching is pretty obvious.)

When you blend two animations, they have their own timing (as you'd expect). If a bone in one of the animations has no movement, then it is ignored and the movement because the bone in the other animation.

If both animations have a bone movement, then that bone gets the average of the two movements.

In this way, if you walk animation only uses the legs, and your fire animation only uses the arms, they don't interfere with each other. If they both use the same bones, then they are smoothed between them.

obj.model.animation.index is what you want to use. It defaults to 0, this is the first animation spot. If you change it to 1, then you are adding a second animation to blend. Change it to 2 or 3, and you are adding even more to blend (the max is 4.)

So, to run two animations:

Code:
obj.model.animation.index=0;
obj.model.animation.start('legwalking');
obj.model.animation.index=1;
obj.model.animation.start('armsfiring');
obj.model.animation.index=0;

Note that I reset the index to 0 at the end. You don't need to do this, but I would recommend it as you probably have other places that play animations and they might not set the index.

[>] Brian
ggadwa Wrote:It's both, actually Smile
No, it's not.
Animation Blending is playing two animations at the same time to create a new one.
Creating a smooth transitions between two animations is called tweening. Smile
Xactly, Smile

It means a lot of important things for animation and I'm anxios to use it.
You can already use it durandalski, it's already done Wink.
Bink Wrote:
ggadwa Wrote:It's both, actually Smile
No, it's not.
Animation Blending is playing two animations at the same time to create a new one.
Creating a smooth transitions between two animations is called tweening. Smile

My project, so I get to make up the terms Smile

Durandalski -- animation blending and animation switch tweening (are you happy, Bink! Smile ) were only in the latest betas, so if you weren't using 2.3b8, then you wouldn't have it.

[>] Brian
Haha! Oh well, it seemed logical to me! Learn something every day you know. I had no idea it could do all that Brian, can't wait to try it out with the new release.

When will this new release be out anyway?
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