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gamedev:animators [2024/04/01 15:30] – [Controller] dragonlordgamedev:animators [2024/04/01 15:46] (current) – [Rule] dragonlord
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 ===== Link ===== ===== Link =====
-Controllers deliver a linear and normalized value. This is though not always the desired result. For example an animation sequence could be desire to have full influence for a controller value or 0 decreasing linearly down to no influence at the point 0.5  while staying at no influence up to the value 1. Links take on the duty to map controller values to actual weight values which can be consumed by rules later on. A link consist of a piecewise linear curve which maps incoming controller values ( x coordinate ) to weight values ( y coordinate ). Furthermore the source controller is indicated using the index of the controller ( for speed and handling reasons not a pointer ). A link is valid if the source controller is a valid index of a controller otherwise it is an empty link. Vector values of controllers are not altered by the mapping curve in any ways and are handed to the target as they are. The order of links is important since they are referenced by their index later on.+Controllers deliver a linear and normalized value. This is though not always the desired result. For example an animation sequence could be desire to have full influence for a controller value or 0 decreasing linearly down to no influence at the point 0.5  while staying at no influence up to the value 1. Links take on the duty to map controller values to actual weight values which can be consumed by rules later on. 
 + 
 +A link consist of a piecewise linear curve which maps incoming controller values (x coordinate) to weight values (y coordinate). Furthermore the source controller is indicated using the index of the controller (for speed and handling reasons not a pointer). 
 + 
 +A link is valid if the source controller is a valid index of a controller otherwise it is an empty link. 
 + 
 +Vector values of controllers are not altered by the mapping curve in any ways and are handed to the target as they are. The order of links is important since they are referenced by their index later on.
  
 ===== Target ===== ===== Target =====
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 ====== Rule ====== ====== Rule ======
-Rules provide the production rules for an animation. There exist various rules each belonging to one of the three animation types. All rules together have common properties. Each rule can be enabled and disabled individually which allows to modify the animation production process without altering the rules itself ( which is faster ). The result of each rule is blended with the existing animation state using the source and destination blend factor. The rule animation state is multiplied with the source factor and added to the existing animation state multiplied by the destination factor. For both the blend factors there exists an appropriate target. This can be used to alter the influence strength of a rule which is useful to gradually blend in animations ( for example an idle animation or typically used on inverse kinematic rules to avoid jumping ). By default the source factor is set to 1 and the destination factor to 0. A typical setting is 1 for both in which case the animation state of the rule is added to the existing one ( used for doing parametric animation setups ). In addition each rule has a list of bones. This list indicates which bones are affected by this rule and can be used to apply rules only to subsets of a character ( for example torso and legs separately ). If the bone list is empty this equals to the rule influencing all bones. The order of rules is important since they are applied in the order they are specified. The following list contains all existing rules.+Rules provide the production rules for an animation. There exist various rules each belonging to one of the three animation types. All rules together have common properties. 
 + 
 +Each rule can be enabled and disabled individually which allows to modify the animation production process without altering the rules itself (which is faster). 
 + 
 +The result of each rule is blended with the existing animation state using the source and destination blend factor. The rule animation state is multiplied with the source factor and added to the existing animation state multiplied by the destination factor. For both the blend factors there exists an appropriate target. This can be used to alter the influence strength of a rule which is useful to gradually blend in animations (for example an idle animation or typically used on inverse kinematic rules to avoid jumping). By default the source factor is set to 1 and the destination factor to 0. A typical setting is 1 for both in which case the animation state of the rule is added to the existing one (used for doing parametric animation setups). 
 + 
 +Each rule has a list of bones. This list indicates which bones are affected by this rule and can be used to apply rules only to subsets of a character (for example torso and legs separately). If the bone list is empty this equals to the rule influencing all bones. 
 + 
 +Each rule has a list of vertex position sets (aka "blend shapes", "morph shapes" or similar names). This list indicates which vertex position sets are affected by this rule and can be used to apply rules only to subsets of a character (for example certain mouth shapes). If the vertex position set list is empty this equals to the rule influencing all vertex position sets. 
 + 
 +The order of rules is important since they are applied in the order they are specified. The following list contains all existing rules.
  
 ===== Animation ===== ===== Animation =====
gamedev/animators.1711985400.txt.gz · Last modified: 2024/04/01 15:30 by dragonlord