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gamedev:animators [2012/12/01 17:09] dragonlordgamedev:animators [2020/03/30 09:45] – [Animation Difference] dragonlord
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 +{{tag>animator animation}}
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-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> **Animators and Animation**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> **Animators and Animation**
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 ===== Animation Difference ===== ===== Animation Difference =====
 The animation difference rule works similar to the animation rule in that it takes frames from an animation sequence. The difference is that two frames are queried at the same time and the difference between both becomes the result of the rule. This can be used to apply an animation relative to the existing one ( for example a turret motion ). For both frames the move name and the time can be specified. The same rules apply as for the animation rule. Care has to be taken to not obtain zero quaternions which happens if both frames have the same orientation. Usually this rule is used with the source and destination blending factors 1 and 1 to add the difference to the existing animation. In this case zero quaternions are no problem. For both the leading ( the frame to take the difference from ) and the reference ( the frame to subtract from the former ) frame time there exists a target which behaves as the one in the animation rule. The animation difference rule works similar to the animation rule in that it takes frames from an animation sequence. The difference is that two frames are queried at the same time and the difference between both becomes the result of the rule. This can be used to apply an animation relative to the existing one ( for example a turret motion ). For both frames the move name and the time can be specified. The same rules apply as for the animation rule. Care has to be taken to not obtain zero quaternions which happens if both frames have the same orientation. Usually this rule is used with the source and destination blending factors 1 and 1 to add the difference to the existing animation. In this case zero quaternions are no problem. For both the leading ( the frame to take the difference from ) and the reference ( the frame to subtract from the former ) frame time there exists a target which behaves as the one in the animation rule.
 +
 +===== Animation Select =====
 +The animation select rule works similar to the animation rule in that it takes frames from an animation sequence. The difference is that a list of animation sequences can be defined. Using the select target one animation sequence is selected from the list. 0 target value picks the first entry in the list. 1 target value picks the last entry in the list. All other entries in the list are linearly mapped. Only one animation sequence is picked. To blend multiple animation sequences use group rule with animation rules as children.haves as the one in the animation rule.
  
 ===== Bone Rotator ===== ===== Bone Rotator =====
gamedev/animators.txt · Last modified: 2024/04/01 15:46 by dragonlord