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gamedev:animators [2019/05/08 22:14]
dragonlord
gamedev:animators [2020/03/30 09:47]
dragonlord [Bone Rotator]
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 {{tag>​animator animation}} {{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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 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.
  
-===== Bone Rotator ​===== +===== Animation Select ===== 
-The bone rotator ​rule is a procedural rule which allows to rotate ​bones relative to a coordinate frame. This is useful to apply motions like turning the head or torso left and right ( or up and down works too depending on the character ). A minimum and maximum orientation in Euler angles has to be provided. The rotation target value determines the orientation ​to be picked with 0 retrieving the minimum orientation and 1 the maximum orientation ( with all other values a linear blend between the two ). By default the rotation ​takes place around the center of each bone ( each bone is operated on individually and independent of all others ) with the orientation of the coordinate frame equal to the one of the component. This simply ​rotates ​the bones around their position relative to the component. If bone local rotation ​is disabled the bones are rotated ​around the component center instead. Since the rotation is specified in non-clamped Euler angles you can specify rotations outside the 90 degree range without obtaining strange results.+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 Transformator ​===== 
 +The bone transformat ​rule is a procedural rule which allows to transform ​bones relative to a coordinate frame. This is useful to apply motions like turning the head or torso left and right (or up and down works too depending on the character). A minimum and maximum ​translation, ​orientation in Euler angles ​or scaling ​has to be provided. The position, ​rotation ​and size target value determines the transformation ​to be picked with 0 retrieving the minimum orientation and 1 the maximum orientation (with all other values a linear blend between the two). By default the transformation ​takes place around the center of each bone (each bone is operated on individually and independent of all others) with the orientation of the coordinate frame equal to the one of the component. This simply ​transforms  ​the bones around their position relative to the component. If bone local is disabled the bones are transformed ​around the component center instead. Since the rotation is specified in non-clamped Euler angles you can specify rotations outside the 90 degree range without obtaining strange results.
  
 ===== Inverse Kinematic ===== ===== Inverse Kinematic =====
gamedev/animators.txt · Last modified: 2020/03/30 09:57 by dragonlord