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According to this Anim Coding tutorial:

In additive animations, additional movements are layered on top of existing animations. This allows for complex actions to be created without the need for entirely new animation clips, enhancing the richness of the animation without significantly increasing the workload for animators.

Remapping and flipping techniques allow for the adjustment of additive animations based on player input, ensuring that the character responds appropriately to different commands. Remapping often involves blending multiple animations together. This means that a character can transition smoothly from one action to another, such as from running to climbing, without abrupt changes that could break the flow of gameplay.

One common example is blending a character's running animation with a shooting animation. When a character is running and the player decides to shoot, the animation blending technique allows the character to smoothly transition from a running pose to a shooting pose. This is achieved by adjusting the blend weights at each joint level, enabling the character to maintain a running posture while simultaneously aiming and firing a weapon.

How are blend weights are determined?

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