animation-graphs_冲突文件_zkx_20240828215918
最后更新于
最后更新于
How to implement an animation graph runtime
HFSM based
Highly flexible/extensible
High Performance
Physics Inntegration
Pose LOD
animation system 职责
Animation Graph
Blend Tree
角色当前的动画是所有做好的动画的加权叠加
State Machine 用状态机定义在角色各状态时各个动画的权重
Hierarchical State Machines
Animation graph 是一个黑盒
Pose Node
Value Node
Value Node
lazy
Target
Control parameters
Virtual Parameters
类似函数,可以 cache 输出
Pose Node
Source Node
Animation data sets
Parametric Blending
KRG Example
Transaction node
Transition Conduits
Jump example
Forced Transition
Layer State Data
State Machine Tooling
Entry State Override
Slide state Machine
Gameplay / Animation Communication
State Event
当前在作为解决方案并不理想
Post buffer pool
Interleaved IK
Rowered Ragdolls
External Graphs
Preformance
Memory Layout
Task List LOD
State machine
screenshot
Global State Transition