I'm looking for a way to blend two animations using IAnimatedMeshSceneNode. By blend I mean have two animations running at the same time affecting different joints different amounts. As in having the legs running while the arms/torso attack.
The only idea I currently have is to manually set the frame for the first animation, grab the joint rotations I want, set the frame for the second animation and override some of the joint's rotations with the values for the first animation. I was hoping there was a better way of doing this. Any thoughts?
Blending animations with IAnimatedMeshSceneNode
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Frosty Topaz
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Blending animations with IAnimatedMeshSceneNode
Frosty Topaz
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Frosty Topaz
- Posts: 107
- Joined: Sat Nov 04, 2006 9:42 pm
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williamlai3a
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Re: Blending animations with IAnimatedMeshSceneNode
Frosty Topaz wrote:I'm looking for a way to blend two animations using IAnimatedMeshSceneNode. By blend I mean have two animations running at the same time affecting different joints different amounts. As in having the legs running while the arms/torso attack.
The only idea I currently have is to manually set the frame for the first animation, grab the joint rotations I want, set the frame for the second animation and override some of the joint's rotations with the values for the first animation. I was hoping there was a better way of doing this. Any thoughts?
hi~~i got the same problem with you~~
I am still trying to build a new animator myself.
For having more then one animation running on a single character. What we did was export each animation with only the bones that are effected by that animation. Then wrote in to play multiple animations per character. Thats one way. 
If you want to blend animation. I do this by interpolating between the two animations. Usually this is done to smoothly switch between animations.
If you want to blend animation. I do this by interpolating between the two animations. Usually this is done to smoothly switch between animations.
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Frosty Topaz
- Posts: 107
- Joined: Sat Nov 04, 2006 9:42 pm