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Adding squash/stretch example
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DMGregory
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This is called procedural animation, because the pose data is computed via some procedure at runtime, rather than just looked up/interpolated from a pre-baked animation timeline.

Some examples of pure procedural animation in various forms:

This can also be mixed with conventional, pre-authored animations in various ways:

  • Using weighted/masked blends between authored poses / animations, like having "aim forward, up, up-right, right" etc. poses and blending between them to match the player's input / NPC action.
  • Inverse kinematics (IK), where we calculate and override a chain of joint angles in an animation to, e.g. keep feet planted on an uneven surface, or keep a hand correctly gripping a held object.
  • Layering "additive animations" on top of simple walk/idle loops, to make them look less repetitive and more natural.
  • Dynamically adding leans, "smear frame" distortion, or squash & stretch scaling over-top of a conventional skeletal animation to make it look more cartoony and responsive to what's happening in the game.

This is called procedural animation, because the pose data is computed via some procedure at runtime, rather than just looked up/interpolated from a pre-baked animation timeline.

Some examples of pure procedural animation in various forms:

This can also be mixed with conventional, pre-authored animations in various ways:

  • Using weighted/masked blends between authored poses / animations, like having "aim forward, up, up-right, right" etc. poses and blending between them to match the player's input / NPC action.
  • Inverse kinematics (IK), where we calculate and override a chain of joint angles in an animation to, e.g. keep feet planted on an uneven surface, or keep a hand correctly gripping a held object.
  • Layering "additive animations" on top of simple walk/idle loops, to make them look less repetitive and more natural.

This is called procedural animation, because the pose data is computed via some procedure at runtime, rather than just looked up/interpolated from a pre-baked animation timeline.

Some examples of pure procedural animation in various forms:

This can also be mixed with conventional, pre-authored animations in various ways:

  • Using weighted/masked blends between authored poses / animations, like having "aim forward, up, up-right, right" etc. poses and blending between them to match the player's input / NPC action.
  • Inverse kinematics (IK), where we calculate and override a chain of joint angles in an animation to, e.g. keep feet planted on an uneven surface, or keep a hand correctly gripping a held object.
  • Layering "additive animations" on top of simple walk/idle loops, to make them look less repetitive and more natural.
  • Dynamically adding leans, "smear frame" distortion, or squash & stretch scaling over-top of a conventional skeletal animation to make it look more cartoony and responsive to what's happening in the game.
Source Link
DMGregory
  • 136.4k
  • 22
  • 248
  • 374

This is called procedural animation, because the pose data is computed via some procedure at runtime, rather than just looked up/interpolated from a pre-baked animation timeline.

Some examples of pure procedural animation in various forms:

This can also be mixed with conventional, pre-authored animations in various ways:

  • Using weighted/masked blends between authored poses / animations, like having "aim forward, up, up-right, right" etc. poses and blending between them to match the player's input / NPC action.
  • Inverse kinematics (IK), where we calculate and override a chain of joint angles in an animation to, e.g. keep feet planted on an uneven surface, or keep a hand correctly gripping a held object.
  • Layering "additive animations" on top of simple walk/idle loops, to make them look less repetitive and more natural.