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Found 3 results

  1. Hi guys I'm writing the locomotion algorithm for a character I created in blender. What I'm trying to achieve is a blend tree that will allow me to blend between the "walk-front", "strife-left" animations according to the velocity of my character (something similar to https://www.youtube.com/watch?v=Xx21y9eJq1U&feature=youtu.be&t=1263). I've been able to blend between two frames, by calculating a weighted average of the transformation matrix for each bone, so far so good. Now before going on with my development I'm asking myself the following design question. Supposing I will have a state machine to control the character, should I write an update(dt) method called at each engine tick and reposition its bones individually or rather bake at run-time a new animation with frames each time the direction/velocity changes? I just do not know the pros/cons sticking with Babylon Animations versus going on with my own update method. What I like of using Babylon Animations is the fact that I can fast up / slow down my walk cycles so to simulate faster/slower velocities. Thank you in advance for any feedback, Joez
  2. https://github.com/lemontmoon/Babylon.js Helloooo,,,, this is my first contribution on GitHub https://github.com/lemontmoon/Babylon.js still dont fully understand how github works,, ROFL if U want to play animation with transitions,,,,, simply ----- > scene.beginAnimation(target,from,to,loop,speedRatio,null,null,transitionSpeed) transitionSpeed = 1 means no transition it works like it worked before transition less than 1 will play current animation u want to play together with previous,,, with linearFADE-in try something like 0.1 its nice !
  3. Will there be ever animation blending, transiting for BABYLON ? it's so great engine...... but for game genre I would like to do with that I need that smooth transitions.
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