User Tools

Site Tools


gamedev:animators

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Last revisionBoth sides next revision
gamedev:animators [2020/03/30 09:45] – [Animation Difference] dragonlordgamedev:animators [2020/03/30 09:47] – [Bone Rotator] dragonlord
Line 40: Line 40:
 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. 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 Transformator ===== 
-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 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