Implementing more advanced anination

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benrob0329
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Implementing more advanced anination

by benrob0329 » Fri Mar 11, 2016 15:39

As of right now we only have animations and looping, but no blending, morphing, or other types of animation.

It would be nice (for eg. Head movement) to have more advanced animation as seem in http://www.irrlicht3d.org/wiki/index.ph ... tionSystem
 

sofar
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Re: Implementing more advanced anination

by sofar » Wed Mar 16, 2016 06:42

benrob0329 wrote:As of right now we only have animations and looping, but no blending, morphing, or other types of animation.

It would be nice (for eg. Head movement) to have more advanced animation as seem in http://www.irrlicht3d.org/wiki/index.ph ... tionSystem


Have you seen this: https://www.youtube.com/watch?v=blrurijucN4 ?
 

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Re: Implementing more advanced anination

by Calinou » Wed Mar 16, 2016 10:37

 

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Re: Implementing more advanced anination

by benrob0329 » Wed Mar 16, 2016 16:56

sofar wrote:
benrob0329 wrote:As of right now we only have animations and looping, but no blending, morphing, or other types of animation.

It would be nice (for eg. Head movement) to have more advanced animation as seem in http://www.irrlicht3d.org/wiki/index.ph ... tionSystem


Have you seen this: https://www.youtube.com/watch?v=blrurijucN4 ?


I have, and it looks very hackish/ugly (its cool, but not very pretty IMO)




Ah, ok.
 

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Re: Implementing more advanced anination

by sofar » Wed Mar 16, 2016 19:05

benrob0329 wrote:I have, and it looks very hackish/ugly (its cool, but not very pretty IMO)


It's choppy because it's done in a mod, and the movement still needs refining.

however, if we can port this code to core (and that should entirely be possible without issues) then it would be smooth and natural, and pretty much not require any resources.
 

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Re: Implementing more advanced anination

by benrob0329 » Wed Mar 16, 2016 23:00

If the player model gets moved to core at all it'll be a lot smoother, and having head movement would be even better!

I +1 to that!
 


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