Blending animations with IAnimatedMeshSceneNode

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Frosty Topaz
Posts: 107
Joined: Sat Nov 04, 2006 9:42 pm

Blending animations with IAnimatedMeshSceneNode

Post by Frosty Topaz »

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?
Frosty Topaz
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It isn't easy being ice-encrusted aluminum silicate fluoride hydroxide...
Frosty Topaz
Posts: 107
Joined: Sat Nov 04, 2006 9:42 pm

Post by Frosty Topaz »

Bump. And.

I'm guessing no one has any ideas and I have to do it myself manually.
Frosty Topaz
=========
It isn't easy being ice-encrusted aluminum silicate fluoride hydroxide...
hybrid
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Post by hybrid »

Ask Luke, try it on IRC (note that he's from Australia, those people go to bed when you wake up :wink: ) or via PM.
williamlai3a
Posts: 13
Joined: Wed Sep 19, 2007 11:57 am

Re: Blending animations with IAnimatedMeshSceneNode

Post by williamlai3a »

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.
hybrid
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Post by hybrid »

No, this thread goes about animated meshes, not scene node animators. That's a completely different story.
varmint
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Joined: Fri Oct 06, 2006 4:33 pm

Post by varmint »

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. :D

If you want to blend animation. I do this by interpolating between the two animations. Usually this is done to smoothly switch between animations.
Frosty Topaz
Posts: 107
Joined: Sat Nov 04, 2006 9:42 pm

Post by Frosty Topaz »

I've been playing with some procedural skeletal animation stuff that's showing promise for me. I think that'll end up working better. Besides... I code far better than I model. Thanks for your help.
Frosty Topaz
=========
It isn't easy being ice-encrusted aluminum silicate fluoride hydroxide...
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