RE: [Algorithms] IK-influenced animation?
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From: Damyan P. <dp...@cl...> - 2004-02-27 09:50:10
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> -----Original Message----- > From: Allan Murphy [mailto:All...@bl...] > Sent: 27 February 2004 09:20 > To: gda...@li... > Subject: RE: [Algorithms] IK-influenced animation? > > > > Jerry Edsall spoke about method 2) - blending to achieve IK > like effects - at GDC last year. You can find the > presentation on Gamasutra: > http://www.gamasutra.com/features/20030704/edsall_01.shtml > > Personally, I could see the use for things like aiming guns, > hitting buttons etc, but I was a little less convinced > overall when you begin to talk about multiplying entire sets > of animations for the character up by 4 to make all the > blending versions; not from a technical perspective, but from > a production perspective - it seemed to me that a 2 bone > solver for sticking feet or hands would be a more efficient > way to do it than dropping a major pile of work on your > animation guys. We've been implementing a similar thing to this. Our animation guy was overjoyed that he would get so much control over how the various animations looked, and insisted that that there were real differences between the various versions that a simple solver couldn't do) but also that he'd have no problem. The main problem we've had with it is finding a good naming convention for the 60-odd animations that make up our basic on-foot movement! From the technical side though I do wonder if blending together so many animations is actually going to turn out to be less efficient than doing IK on them. |