[go: up one dir, main page]

Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Animation: Layered Blend Per Bone #14395

Open
ethereumdegen opened this issue Jul 19, 2024 · 2 comments
Open

Animation: Layered Blend Per Bone #14395

ethereumdegen opened this issue Jul 19, 2024 · 2 comments
Labels
A-Animation Make things move and change over time C-Enhancement A new feature

Comments

@ethereumdegen
Copy link
Contributor
ethereumdegen commented Jul 19, 2024

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

@ethereumdegen ethereumdegen added C-Enhancement A new feature S-Needs-Triage This issue needs to be labelled labels Jul 19, 2024
@ethereumdegen
Copy link
Contributor Author

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 .

@alice-i-cecile alice-i-cecile added A-Animation Make things move and change over time and removed S-Needs-Triage This issue needs to be labelled labels Jul 19, 2024
@CptPotato
Copy link
Contributor

Looks somewhat related to #14230 (the additive blending part)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
A-Animation Make things move and change over time C-Enhancement A new feature
Projects
None yet
Development

No branches or pull requests

3 participants