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What problem does this solve or what need does it fill?
I want to be able to have apply a normal 'running' animation to my characters whole body, but then also be able to apply a bone-layer-masked animation to just the torso of the character on TOP of that running animation at will.
What solution would you like?
I would like for the bevy animation system to be able to support 'Layered Blend Per Bone' , the ability to apply an animation to a particular set of bones ( by bone [node] name ). Ideally, I also want the blend to apply in such a way that my layered animation is FULLY expressed, not averaged down by a division of the total weights of all animations. This is because I want the sword slash on the torso to look complete and not weird like it does when trying to blend it in 0.14 .
To be honest, an example with a humanoid who is running and sometimes doing a sword slash would be preferable to the fox example because i dont think the fox example is powerful enough to full express and capture what is needed.
What alternative(s) have you considered?
Additional context
The text was updated successfully, but these errors were encountered:
One way we could do this simply is by allowing for the animation system to define a 'BoneSet' which is a group of bones, and then you can have weights PER bone set as opposed to weights per the entire AnimGraph .
What problem does this solve or what need does it fill?
I want to be able to have apply a normal 'running' animation to my characters whole body, but then also be able to apply a bone-layer-masked animation to just the torso of the character on TOP of that running animation at will.
What solution would you like?
I would like for the bevy animation system to be able to support 'Layered Blend Per Bone' , the ability to apply an animation to a particular set of bones ( by bone [node] name ). Ideally, I also want the blend to apply in such a way that my layered animation is FULLY expressed, not averaged down by a division of the total weights of all animations. This is because I want the sword slash on the torso to look complete and not weird like it does when trying to blend it in 0.14 .
To be honest, an example with a humanoid who is running and sometimes doing a sword slash would be preferable to the fox example because i dont think the fox example is powerful enough to full express and capture what is needed.
What alternative(s) have you considered?
Additional context
The text was updated successfully, but these errors were encountered: