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Author Topic: Character Animation  (Read 560 times)
BigDaz
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« on: July 02, 2010, 04:29:08 AM »

Just looking at the way things work in the Source engine, it looks like for characters upper body they set a defualt stance facing forward, then set up 8 maximum poses with the character looking in 8 directions. (up left, up right, down left, down right etc)

The engine just blends these poses as the character looks around. Is this feasible in GC? I know you can blend animtions but I don't know if it's the same thing as this.
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BigDaz
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« Reply #1 on: August 10, 2010, 09:12:27 AM »

I might have a crack at making some sort of animation mixer in GC.
With sliders to blend animations together and see what they look like when combined.
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gekido
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« Reply #2 on: September 25, 2010, 02:46:54 AM »

We have been reworking the default character system and adding interfaces for building motions (blending etc) for the upcoming release.

We've been definitely looking at how some of the other big engines (and games) handle this and designing both the default / example character motion tree and animations accordingly.

The new character that we've been working on has pretty much the full set of motions that modern FPS games have, including look up / down, strafing, jumping / swimming etc - and the object viewer now has a proper interface for previewing the animations & motions in action so you can see how things tie together.

Should hopefully help ease the process of building characters for everyone's games significantly.
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cysphere
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« Reply #3 on: October 11, 2010, 08:09:35 PM »

http://www.conflictcentral.com/animation-experiments/

hi gekido,

would be nice next time to post it here too, or I missed the message here?

thank you.
« Last Edit: October 11, 2010, 08:15:53 PM by cysphere » Logged
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