Module blend

Module blend 

Source
Expand description

Various animation blending nodes.

Structs§

BlendAnimations
Animation blend node. It takes multiple input poses and mixes them together into single pose with specified weights. Could be used to mix hit and run animations for example - once your character got hit, you set some significant weight for hit animation (0.8 for example) and lower weight for run animation (0.2) and it will look like your character got wounded while it still running (probably you should decrease speed here too). Weights can be parametrized, which means that you can dynamically change them in runtime. In our example we can decrease weight of hit animation over time and increase weight of run animation, so character will recover from his wounds.
BlendAnimationsByIndex
A node that switches between given animations using index and smoothly blends from one animation to another while switching. It is very useful for situations when you need to switch between different animations. For example you could have an aim state, it is suitable for any weapon (you don’t need to create a ton of states like aim_rifle, aim_pistol, etc), but actual weapon holding animation should be different based on actual weapon a character is holding. In this case you create a BlendAnimationsByIndex node, add a few inputs where each input uses different weapon holding animation and in your game all you need to do is to set an index parameter in the machine parameters. The node will automatically perform smooth transition between different animations.
BlendPose
Weighted proxy for animation pose. It has an input pose source and a weight, that tells in which proportion the pose should be blended into final pose.
IndexedBlendInput
An animation pose with specific blend time. Blend time tells the engine how many time it should use to perform blending to this pose.