Game Engine Architecture
559 bool mLoop; // should the // anim loop? public: /// Gets the name of the animation. const String& getAnimationName() con ...
560 11. Animation Systems AnimationState in its AnimationStateSet. A skeletal pose is extracted from the animation clip correspo ...
561 LERP Clip A Clip B Output Pose β Figure 11.47. A binary LERP blend, represented by a binary expression tree. 11.10.3.1. Bina ...
562 11. Animation Systems bx LERP Bottom Left Bottom Right LERP Top Left Top Right LERP Output Pose by Figure 11.49. A simple 2D ...
563 of a ternary blend node with the three clips at the vertices of the triangle as its inputs. This is demonstrated in Figure 1 ...
564 11. Animation Systems we must use a cascaded binary tree with the additive clips always applied to the additive inputs, as s ...
565 Let’s assume that the walk movement is produced by a three-way average between clips A, B, and C, and that the jump movement ...
566 11. Animation Systems transitioning from one clip to another or from one complex blend to another, the approach is always th ...
567 presents a unique set of optimization challenges to the programmer. As a re- sult, some animation pipeline APIs are highly s ...
568 11. Animation Systems 11.10.5.3. Optimization on the Xbox and Xbox 360 Rather than having specialized memory regions and a D ...
569 manner. The ASM is also responsible for ensuring that transitions from state to state are smooth and natural-looking. Some a ...
570 11. Animation Systems mation states, remove unwanted states, fi ne-tune existing states, and then see the eff ects of his or ...
571 Simple States A simple state contains a single animation clip. For example: (define-state simple :name "pirate-b-bump-back" ...
572 11. Animation Systems :tree (anim-node-lerp (anim-node-additive (anim-node-additive (anim-node-clip "move-f") (anim-node-cli ...
573 ((look-tree base-clip look-lr-clip look-ud-clip) ;; This means "whenever the compiler sees ;; code of the form (look-tree b ...
574 11. Animation Systems Figure 11.57. The Unreal Engine 3 graphical animation editor. 11.11.1.4. Example: Unreal Engine 3 Unre ...
575 (known as blend by aim), and so on. It also provides various special nodes that are capable of doing things like scaling the ...
576 11. Animation Systems 11.11.2.1. Kinds of Transitions There are many diff erent ways to manage the transition between states ...
577 the worst-case number of possible transitions is n^2. We can imagine a two- dimensional square matrix with every possible st ...
578 11. Animation Systems ... // special handling from any prone to any getting-up // action (only valid from 2 sec to 7.5 sec o ...
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