I am working on a custom engine and have been tinkering with animations using the Cal3D library. My previous experience with animations was based on prototyping a bit with Unity’s Mecanim. Right now, I’m trying to implement a character that can be idle, walk or run and is also able to point it’s gun straight, up or down while doing any of the previous animations. As far as I know, this would require two different variables from which to calculate the weights of each animation, these are, the aiming angle and the speed of the player. At first I thought about separating the hands and head of the player as a partial animation and do a 1DBlender (like the one in Unity) based on the aiming angle to interpolate between three different animations of the arms and head pointing up, straight or down. Then, for the rest of the body, interpolate with another 1DBlender based on the speed. While the solution works, I’m still not completely okay with it, as I cannot have blended animations for the arms and head based not only on the aiming angle but also on the speed (which would allo me to have things like… Read full this story
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