I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation.
- I would certainly use IK (starting with simple reaching an object with hand ...).
- I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...).
- I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -.
I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation.
My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...)
I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).