Animation Systems Print

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Bringing characters to life.

WHAT ANIMATION TYPES EXIST

Sprite sequences, for two-dimensional work Skeletal animation, driving a mesh by a hierarchy of bones Procedural animation, generated at runtime Blend shapes, for facial and deformation work

WHAT A STATE MACHINE PROVIDES

Transitions between animations, driven by game state.

WHAT BLENDING DOES

Mixes animations smoothly, avoiding abrupt changes.

WHAT BLEND SPACES PROVIDE

Continuous blending across parameters, such as speed and direction.

WHAT ROOT MOTION IS

Movement driven by the animation itself, rather than by code.

WHAT IT PROVIDES

Movement that matches the animation exactly, avoiding sliding feet.

WHAT IT COSTS

Less precise control, and complications with networking.

WHAT INVERSE KINEMATICS DOES

Positions a chain so an end point reaches a target.

WHERE IT SUITS

Feet on uneven ground, hands on objects, aiming.

WHAT TO BE CAREFUL WITH

Transition times, which determine responsiveness Animations that must complete before input is accepted

WHY THAT SECOND POINT MATTERS

It is a common cause of a game feeling unresponsive.

WHAT TO ALLOW

Cancelling animations where responsiveness matters.

WHAT TO TEST

Rapid input, and transitions between every state pair.


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