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Can you give me an example of this using a glf/glb model? Is it blending between two animations, or is one overriding another (and how is that determined), etc. If there is another engine with this feature that you like the implementation of, can you point me to it?

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The proper term I was thinkning of is animation "blendtrees". My thinking is the "play animation" action could have a bone ID field. When the animation is played you can choose what bone(and that bones children) the animation is played on.  You could for example apply a walk animation to the legs, and a punch animation on the torso/arms

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I see what you are saying now, thanks for the explanation. This looks quite complicated, so I don't think I am going to be implementing this in the near term. The addon is open source now and I will accept PRs too. So, perhaps someone else can implement this, or someone else can be commissioned to do this.

I looked at: https://forum.babylonjs.com/t/animation-blend-trees-part-2/1185 and https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html

Got yah.

Another request. Would it be possible to set an animation to a spacific frame with an action?