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RepeatAnims, Keyframe Current, keyframePastLast, Animation Save System,…
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want a system that will hold ints complexity linear as we add more animations. This is difficult because the animation combinations will try to increase exponentially. Biggest bottleneck on large animation depth games. This is a problem observable in Warframe.
we dont have the time or budget to focus on linking up every animation, not while the animations could link up themselves.
Animations In Between Time -> should be calculated automatically. Should find best In between keyframes that both preserve the momentum transitions with eases, and should feel natural. If we can do that, it would be easy to combine all of them.
We could always have in between animation fixes, smaller compact animations just for the in betweens of two states on certain anim to anims that the system does horribly. Manual fixes are still an option, but we want it to reduce our time spent as much as possible
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(ground) no motion, ctrl + wasd
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As soon as two animations that can combine are within system, combine the two.
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Works well for fast paced movement, every input is instantly translated. No frustration with movement. Player satisfaction
Animation jittery and weird, instant stops for animation make it feel robotic.
Possibly much much more fluent animations and more obvious cooldowns for players. Easier to understand when player can give input and cant. No glitchy animation cancels. Momentum and movement are aligned with animation. More robust?
Possibly all inputs arent instantly translated, must fix manually with more animations and is more difficult to get a nice play feel. It might feel slower which is something we dont want. More difficult to make the game feel active, must make animations short and exaggerated. Long animations would become very boring for users.
The more movement certain keyframes have, the more they have weights for that entire anim. Run animation: feet, legs move a lot so they are weighted 1 by default, and the torso rotates slightly, giving it 0.2 etc... Simple way to combine other animations with this one. We can also edit manually.
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Add up with weights, figuring out new keyframes in between, this is made by our smart system. If two keyframes are close, then it merges them and makes compact.
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