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[SOLVED] Some queries on character animation


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Hello,

 

Got some queries that formed when I was trying to understand unigine animation and skinner tool.

 

1. Ragdoll effect : I want to play a hurt arm animation where the gun-holding arm of an AI character is shot and hanging loosely (thinking of adding ragdoll effect on this arm). I'd also like it to use the character's other arm to hold the hurt arm. How can I keep the free arm attached properly to the hurt one? Should I be using a bone to bone attachment or something similar? Will the ragdolled arm make the attachment imprecise?

 

2. Character rotation and translation : Does Unigine require in-place animation with translation done through code or can I add forward movement within the animation itself? Same case with rotation, is this done through code? Or do I use animation interpolation between 4 animations rotated towards cardinal axes?

 

3. Animation speed factor : I need to do a looping animation with non-uniform speed within each loop, where character is hurt and limping or dragging towards destination (as against a uniform-speed running anim). Assuming that character translation should be done from code, how can I do it without making it look like its sliding?

 

Hope these make some sense! Thanks.

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  • 2 weeks later...

1) Take look into skinner/scripts/agent_ragdoll_partial script. This is a mixed animation/ragdoll controlled scene. You can move arm in save was as arm movement in physics/ragdoll_10 sample. I don't expect big imprecision with arm attachments in case of properly created ragdoll.

 

2) There are no requirements regarding character translation and animation. Both ways are available for animation. The only limitation is that node based character translation is better than bone based one because of precision.

 

3) The speed of animation can be controlled very flexible. skinned.animation block from core/systems/skinned/blocks/skinner.blocks file just implements simple linear time progression. Fill free to add new blocks which will cover your requirements.

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Thank you frustum. Sorry for the late reply. After going through some skinner blocks I feel that it is a good tool to solve issues 2 and 3 for us. About 1st issue, I wanted to know how to do the bone to bone attachment. Let me check the ragdoll samples again.

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