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 Post subject: Blended Sub Animation
PostPosted: 13.06.2008, 12:58 
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Joined: 20.03.2008, 12:41
Posts: 3
Hi,

I am trying to play blendable sub animations on child member of an animated character, whilst also still playing a full body animation that also has blending.
For example a character blending from a walk to a run, whilst his top half blends from holding a gun idle to shooting.

Unfortunately because I can only set animation weights on the character as a whole, it will end up blending all four animations on the top half.
I want the upper body animations to completely control the animation on the joints they affect, but still blend with each other.

Now I could just be missing something obvious here, perhaps it is perfectly possible to achieve with the current system..??

I was thinking it might require some kind of 'Sub Animation' system Perhaps a system of sub channels that override animations on their assigned joints, but blend between animations within those sub channels.

Any help / advice would be greatly appreciated!

-david


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PostPosted: 13.06.2008, 13:32 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Although I didn't try to understand each part of your very specific description, you may have a look at additive animations and the startNode parameter. But if I remember correctly additve animations are always fully added and weights are ignored. But with the startNode parameter you can at least specify a joint that will be used as the root of the transformation changes. Any other joint that is descriped in the animation but is not a child of the startNode won't be affected by the animation.


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