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Animation blending / interpolating
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Brainache Offline
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Post: #1
Animation blending / interpolating
Hey there...

Is there anything currently in the engine that can interpolate between two animations?

For example... something along the lines of...

Animation 1 is of a character walking upright
Animatoin 2 is of a character walking crouched

animation 3 = a blending Animation 1 and Animation 2 by a % to get a character walking at half-crouch...

Thanks!
08-04-2009 08:06 PM
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Esenthel Offline
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Post: #2
Re: Animation blending / interpolating
there is already a tutorial for that, in "animations" folder I guess
08-04-2009 08:18 PM
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Brainache Offline
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Post: #3
Re: Animation blending / interpolating
I thought I had seen something... k.. thanks!
08-04-2009 08:32 PM
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b1s Offline
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Post: #4
RE: Animation blending / interpolating
i have seen this tutorial and the blending tutorial shows how to blend manually when using animate();

what i was wondering was that how does the default char blendings work since theres some blending values from 0->1.

ive been trying to play with lines like this..
im not really sure how this is suppose to work.
maybe raise them while pressing the button manually or something?

Code:
anim.strafe_yaw = 1;
anim.stop_move=1;
anim.loose_ready=1;


reason why im asking about this is because the head bones seem to have some slight movements when the character changes from stand animation to walking animation.
this is barely noticeable when in 3rd person view but when in first person it really shakes up the cam wildly
(This post was last modified: 01-27-2010 04:45 PM by b1s.)
01-27-2010 03:50 PM
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Esenthel Offline
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Post: #5
RE: Animation blending / interpolating
when in FPP mode you don't need to use "head" skeleton point position and orientation,
you can set the camera any way you like.

those members are handled by the engine automatically please don't modify them
anim.strafe_yaw = 1;
anim.stop_move=1;
anim.loose_ready=1;
01-27-2010 05:13 PM
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b1s Offline
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Post: #6
RE: Animation blending / interpolating
okay then i will be creating a camera that only takes the position of the head point
01-27-2010 05:17 PM
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b1s Offline
Member

Post: #7
RE: Animation blending / interpolating
Okay.
So that works well. no more camera problems, but still there are few issues regarding animations transitions and such.

Problem1:
[Image: lean.jpg]
Upper picture is when only "w" is pressed so he walks forward normally.
The lower is "WA" together. this action turns the whole skeleton in a very weird way i also noticed that this happened in the default tutorials first person mode. the camera leaned slightly. i was wondering how to get rid of this its very disturbing.

Problem2:
Theres a very fast transitions between animations that i would like to blend more slowly. is there any way to do it just by changing few attributes or do i have yo use the manual blending tutorial system?
01-28-2010 12:15 PM
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Tottel Offline
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Post: #8
RE: Animation blending / interpolating
That's a very nice model. O.o
01-28-2010 12:48 PM
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Esenthel Offline
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Post: #9
RE: Animation blending / interpolating
if built-in animation system doesn't suit you, then you'll need to replace it with your own.
01-29-2010 10:40 PM
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b1s Offline
Member

Post: #10
RE: Animation blending / interpolating
okay.. well.. im not sure if you got the picture from those pictures since they were from our game.. so here is the basic camera modes tutorial with the same issue.
As you can see theres slight leaning there. First i thought this would just be an issue of placing the head for the current animation but when i tried with custom skeleton the whole skeleton leaned in a similar way?
i guess we can compensate by turning that animation slightly back so it wouldnt turn but thats extremely difficult. this might be working as intended stuff i dont know.. but atleast im trying to bring this to your attention since many of the testers when we used the default skeleton complained about this exact behavior.
Thank you and sorry for the rant smile
[Image: leaning.jpg]
01-31-2010 03:55 PM
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Esenthel Offline
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Post: #11
RE: Animation blending / interpolating
you just need to manually set the camera's orientation
01-31-2010 05:12 PM
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Seba Offline
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Post: #12
RE: Animation blending / interpolating
Is there any way to make animation of the character and add extra object to check how it will looks? I want make animation for my character holding a weapon with two hands.
02-19-2010 01:16 AM
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Seba Offline
Member

Post: #13
RE: Animation blending / interpolating
I want to add new animation tu character.

First i want to make new jump animation but i need something like that:
- first anim when character is preparing and jump;
- then when is in air;
- and end when character is landing;

I made 1 animation to this but how i can move character to new position. When animation is over my character move back to position before animation.

Second problem is that i want move character forward when play attack animation. I try use this:
T.input.diri.z=1; //Didn't worked;
T.input.dir.z=1; //Move character but don't play animation;
Is there any way to do that?

Third problem is that When i turn character using mouse the animation is not playing; When i use Q and E animation play.
03-06-2010 02:14 PM
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Esenthel Offline
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Post: #14
RE: Animation blending / interpolating
Quote:I made 1 animation to this but how i can move character to new position. When animation is over my character move back to position before animation.
you should make animations in place of the character controller

Quote:Second problem is that i want move character forward when play attack animation. I try use this:
T.input.diri.z=1; //Didn't worked;
T.input.dir.z=1; //Move character but don't play animation;
Is there any way to do that?
you're doing something wrong, movement works fine
03-06-2010 02:25 PM
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