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Pose-based animation interpolation in realtime #30
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Very impressive results with 13 key frames only! As I understand it, pose-based animation could fit in a sample:
Don't hesitate to tell if you see it another way. I also noticed some interesting features to dig in:
Cheers, |
I'll definitely try to come up with something. I'm still getting used to the library and how it works, so it's a bit difficult for me. Thanks for the info, very useful! By the way: what do you mean by secondary physics? |
Secondary physics: joints that are animated by a dynamic simulation, reacting to primary animation and character movement. Anything new on your side? |
I realized that i was wasting too much time trying to get this system in place for my game. As an indie, time is precious and i've noticed that doing the animations in Blender was faster. So, unfortunately, no news. |
Does this feel difficult to achieve? I thought it was a case of interpolating between the poses? |
As @guillaumeblanc described, you would have to use a library to implement all of the interpolation techniques (Maybe https://github.com/mobius3/tweeny ?) and just use ozz-animation as a driver. |
I'm not sure on the details of this, but the technique is well explained and demonstrated by Wolfire's David Rosen at:
http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach
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