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

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

State machine
Animation graph 是一个黑盒

Graph nodes
Pose Node
Value Node

Value Node
lazy
screenshot
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

State machine

Transaction node

Transition Conduits

Jump example

Forced Transition
Layers

Layer State Data


State Machine Tooling

Entry State Override

Slide state Machine

Global State Transition
Gameplay / Animation Communication

State Event


Best practices

Motion Matching
当前在作为解决方案并不理想
Post Tasks


Post buffer pool


IK + Physics



Interleaved IK
Rowered Ragdolls
External Graphs
Preformance

Memory Layout

Task List LOD
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