animation-graphs_冲突文件_zkx_20240828215918

Overview

How to implement an animation graph runtime

  • HFSM based

  • Highly flexible/extensible

  • High Performance

  • Physics Inntegration

  • Pose LOD

GamePlay animation

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animation system 职责

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Animation Graph

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Blend Tree

角色当前的动画是所有做好的动画的加权叠加

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State Machine 用状态机定义在角色各状态时各个动画的权重

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Hierarchical State Machines

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State machine

Animation graph 是一个黑盒

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Graph nodes

  • Pose Node

  • Value Node

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Value Node

  • lazy

  • screenshot

Target

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Control parameters

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Virtual Parameters

类似函数,可以 cache 输出

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Pose Node

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Source Node

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Animation data sets

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Parametric Blending

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KRG Example

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State machine

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Transaction node

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Transition Conduits

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Jump example

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Forced Transition

Layers

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Layer State Data

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State Machine Tooling

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Entry State Override

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Slide state Machine

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Global State Transition

Gameplay / Animation Communication

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State Event

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Best practices

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Motion Matching

当前在作为解决方案并不理想

Post Tasks

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Post buffer pool

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IK + Physics

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Interleaved IK

Rowered Ragdolls

External Graphs

Preformance

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Memory Layout

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Task List LOD

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