[gameprogrammer] Re: Uses of non linear skeletal animation blending

  • From: Richard Sabbarton <richard.sabbarton@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Mon, 22 Nov 2010 08:59:23 +0000

I have been working (on and off) on an animation process that defines
a target position and a time to get there.  This way, I define only
4-6 frames each for walking and running.  I used an automatic
calculation so that rather than moving at a linear speed it would
start at a speed of zero and then move towards the target position at
increasing speed which peaked half way through the sequence and then
slowed to a stop at the target position.  I would then set target and
time for each joint and string them together.

At first, I did this because I didn't want to go through and manually
animate the sequent but once the demo code was completed I found that
I had actually created a very smooth transition from standing to
walking and running because the the change just sets a new target
position, and not the position itself.

Another nice side effect was that manipulation of joint rotations
(e.g. after being hit by something) would cause the animation sequence
to recalculate and recover to the standard sequence.

I think I this method is better described as a non-linear transition
from frame to frame rather than sequence to sequence.  Like I said, it
really was just an idea and one that I am going back to every now and
then.  The plan is to incorporate the process into MeshCreator in some
future version.

Richard


On Mon, Nov 22, 2010 at 5:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> Makes sense...
>
> I've asked a couple other places and what you and Bob are saying are
> the most substantial answers I got about it hehe
>
> Thanks for responding you guys
>
> On Sun, Nov 21, 2010 at 8:40 PM, Madison McGaffin <greyhill@xxxxxxxxx> wrote:
>> This is just speculation, but maybe the most intermediate states between
>> the two corresponding keyframes look really weird.  An interpolation
>> scheme that moves quickly through the states in the middle and more
>> slowly around the keyframes at the beginning and end could help avoid
>> the uncanny looking in-between states.
>>
>> On Sun, 2010-11-21 at 18:11 -0800, Alan Wolfe wrote:
>>> Partially yeah
>>>
>>> I was talking about when doing something like changing from a walk
>>> animation to a run animation and instead of having the old animation
>>> fade away at a constant rate (aka the new animation emerging at a
>>> constant rate), having it be something besides just a linear
>>> crossfade.
>>>
>>> I'm pretty sure it's useful but i'm trying to figure out the specific
>>> times that it would be useful (:
>>>
>>> On Sun, Nov 21, 2010 at 6:06 PM, Bob Pendleton <bob@xxxxxxxxxxxxx> wrote:
>>> > Well, just thinking of the switch from man to werewolf I can see where
>>> > you might want the change to take place slowly at first and then to
>>> > accelerate toward the end. So, having a non-linear (exponential?) rate
>>> > of change would make an interesting effect. Or, having just watched
>>> > "The Matrix" for the Nth time yesterday I can see that you might want
>>> > time to slow down more slowly as time goes one. Or, you might want the
>>> > time rate to follow a saw tooth function so that it just stops every
>>> > so often, speeds up, goes faster and faster, and then just stops
>>> > again. That would be a really dramatic effect.
>>> >
>>> > Non linear can be most anything.
>>> >
>>> > Bob Pendleton
>>> >
>>> > P.S.
>>> >
>>> > I have to ask, did I even come close to answering the question you
>>> > thought you asked?
>>> >
>>> > On Sat, Nov 20, 2010 at 11:53 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>> >> Hey Guys,
>>> >>
>>> >> When working with animation in the past, i've seen a lot of places
>>> >> where models would do a linear crossfade over time from one animation
>>> >> to another.
>>> >>
>>> >> The topic of non linear blends has come up in conversations with
>>> >> animators and other programmers but I'm not sure what it would be used
>>> >> for in practice.
>>> >>
>>> >> Can anyone shed some light on that? (:
>>> >>
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>>> >>
>>> >>
>>> >
>>> >
>>> >
>>> > --
>>> > +-----------------------------------------------------------
>>> > + Bob Pendleton: writer and programmer
>>> > + email: Bob@xxxxxxxxxxxxx
>>> > + web: www.TheGrumpyProgrammer.com
>>> >
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>>> >
>>> >
>>> >
>>>
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