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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.
DMGregory
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