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  1. #1
    MSgt. Shooter Person
    Join Date
    Nov 2007
    Location
    Canada
    Posts
    329

    Default AnimTree Aim Offset Node headachs

    Hi folks,

    I've been trying to think of a good solution for making a custom character anim tree that can easily swap animations to suit different weapon profiles. Now the best solution so far is how gears of war does it. Have a set of generic names for the animation in the anim tree, and simply swap the animation set for each weapon. The only problem I can find with this solution lies with the aim offset node.

    The Aim Offset node has to bake the animation, so it cannot be updated if the animation set changes the animations. Because it would still be using the default animation set's aim positions cuz they are baked into the animtree. So I'm trying to figure out a work around for this conundrum. Any ideas?

  2. #2

    Default

    Check out AnimNodeSequenceBlendByAim.
    Works in the same basic way as AnimNodeAimOffset with out baking the animations.
    While it doesn't support profiles, you can change the animation names or just add/remove animsets (ala Gears of War).
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  3. #3
    MSgt. Shooter Person
    Join Date
    Nov 2007
    Location
    Canada
    Posts
    329

    Default

    Yes I did have a look at them, but they are just animation outputs. How would I blend with the rest of the anim tree? If I blend per bone, then the upper half would become very stiff cuz it would be blending to the 1 frame poses of the 9 aims.

  4. #4

    Default

    Convert the 9 aim animations into additive animations and use an AnimNodeAdditiveBlending to blend them with other animations. Just make sure to pick the right base animation when creating the additive animations and everything should be fine.

    EDIT: Here's a picture.
    Last edited by slowJusko; 03-26-2011 at 11:03 PM.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  5. #5
    MSgt. Shooter Person
    Join Date
    Nov 2007
    Location
    Canada
    Posts
    329

    Default

    Heh, that works great. I actually just realized that right after making my post :P

    Much appreciated, thanks.

  6. #6

    Default

    sorry to bump this really old tread but since my question dident deserved its own here i go..

    i have all my 9 pose animations to blend with the animnodeblendbyaim node

    but now, How would i go about turning them into additive animations? i.e wich ones would i choose first etc

    i dont understand too well how the hwole system works so if anyone could provide pictures or a step to step guide i would really love it

    or just a hint about how i would go about it
    Rising Soul Studios Main Leader
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