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gamedev:animators [2024/04/01 15:31] – [Link] dragonlordgamedev:animators [2024/04/01 15:46] (current) – [Rule] dragonlord
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 ====== Rule ====== ====== Rule ======
-Rules provide the production rules for an animation. There exist various rules each belonging to one of the three animation types. All rules together have common properties. Each rule can be enabled and disabled individually which allows to modify the animation production process without altering the rules itself ( which is faster ). The result of each rule is blended with the existing animation state using the source and destination blend factor. The rule animation state is multiplied with the source factor and added to the existing animation state multiplied by the destination factor. For both the blend factors there exists an appropriate target. This can be used to alter the influence strength of a rule which is useful to gradually blend in animations ( for example an idle animation or typically used on inverse kinematic rules to avoid jumping ). By default the source factor is set to 1 and the destination factor to 0. A typical setting is 1 for both in which case the animation state of the rule is added to the existing one ( used for doing parametric animation setups ). In addition each rule has a list of bones. This list indicates which bones are affected by this rule and can be used to apply rules only to subsets of a character ( for example torso and legs separately ). If the bone list is empty this equals to the rule influencing all bones. The order of rules is important since they are applied in the order they are specified. The following list contains all existing rules.+Rules provide the production rules for an animation. There exist various rules each belonging to one of the three animation types. All rules together have common properties. 
 + 
 +Each rule can be enabled and disabled individually which allows to modify the animation production process without altering the rules itself (which is faster). 
 + 
 +The result of each rule is blended with the existing animation state using the source and destination blend factor. The rule animation state is multiplied with the source factor and added to the existing animation state multiplied by the destination factor. For both the blend factors there exists an appropriate target. This can be used to alter the influence strength of a rule which is useful to gradually blend in animations (for example an idle animation or typically used on inverse kinematic rules to avoid jumping). By default the source factor is set to 1 and the destination factor to 0. A typical setting is 1 for both in which case the animation state of the rule is added to the existing one (used for doing parametric animation setups). 
 + 
 +Each rule has a list of bones. This list indicates which bones are affected by this rule and can be used to apply rules only to subsets of a character (for example torso and legs separately). If the bone list is empty this equals to the rule influencing all bones. 
 + 
 +Each rule has a list of vertex position sets (aka "blend shapes", "morph shapes" or similar names). This list indicates which vertex position sets are affected by this rule and can be used to apply rules only to subsets of a character (for example certain mouth shapes). If the vertex position set list is empty this equals to the rule influencing all vertex position sets. 
 + 
 +The order of rules is important since they are applied in the order they are specified. The following list contains all existing rules.
  
 ===== Animation ===== ===== Animation =====
gamedev/animators.txt · Last modified: 2024/04/01 15:46 by dragonlord