Jump to content

Animation manager and states


YouGroove
 Share

Recommended Posts

Would it be possible in LE3 in the future to have a visual design state system for animated characters ?

 

As some example

You define IDLE state

attach it to you defined IDLE animation component

You create ATTACK state (it should play before any other animation)

attach it to you defined ATTACK animation component

End of attack state you attach IDLE animation

 

If LE3 can go kickstarter again, this could be some idea.

 

Ogre3 open source tooset :

novaumas_freddy_animationtree.png

Stop toying and make games

Link to comment
Share on other sites

That's pretty neat. I bet we could make scripts to use in LE's flowgraph to do some of this functionality. If anything it could act as a prototype for Josh to check out and see if it's something he'd like to do himself.

Link to comment
Share on other sites

AAA million engine don't do lot better than open source laugh.png

Same system in lot of points.

AnimNodeContextOnAnimNode.jpg

 

This sort of tools is a big time saviour, because you define, animations and how they blend, how fast they play, from what state you play some animation.

The best you just call state or animation in your program, no need to detail speed, blend etc ... as all have been done fast, and graphically tested in the 3D viewport.

LE3 next big tool ? smile.png

Stop toying and make games

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...