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  1. #1
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Location
    ratsarmy.com
    Posts
    278

    Exclamation Animation Tree/Animation Tree Editor

    The Animation Tree is the best tool I've ever seen in any other engine. I love the concept, I like the flow, but lately it's just been so buggy lately. The largest node to blame is the "AnimNodeBlendDirectional." Not only does it seem incredibly inaccurate but will randomly stop working (seems to fail to play the animation as all it does is go to default/T-pose/reference pose) and the way to fix it is to play around with all of the nodes sliders until it fixes itself (if anyone knows a way to fix this properly please contact me).

    Inaccurate Diagonal Directional Movement
    The inaccuracies of the directional blend node results is that we cannot get four animations that will properly blend between them accurately for all diagonal movements forwards and backwards (walking and running variations). Can you please just add all directions please?

    • Forward
    • Forward Left
    • Forward Right
    • Backward
    • Backward Left
    • Backward Right


    You get the same results as present by never connecting to the new node children.

    If anyone has an example of doing the above with four animations for walking and running, while blending correctly for diagonal directions forward and backwards, please contact me.



    Inaccurate Results
    The movement is inaccurate when moving two different directions quickly; an example would be to go forward for a second and then go backwards. What generally happens is the Pawn/mesh turns 90 degrees before going into the correct animation. Also at times you can break the diagonal directions so they eventually don't even blend correctly. This is easy to reproduce but I can provide videos if required.
    Last edited by eternalcrisis; 05-08-2012 at 08:10 PM.

  2. #2
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Location
    ratsarmy.com
    Posts
    278

    Default

    Edited: I edited the original post due to posting inaccuracies as I meant to say "Provide NATIVE animation tree NODES for weapons." However, after some thought there isn't much that can be added, as most control is already provided.

    The original post still highlights the actual bugs of the animation tree editor. I think this editor has high potential of providing a universal method of animation management.

    Thanks.

  3. #3
    Iron Guard
    Join Date
    Jan 2009
    Posts
    743

    Default

    Are these issues visible with the ut3 robodude's animtree/ pawn? Can't say Ive noticed his blends failing ingame...

  4. #4
    Redeemer
    Join Date
    Apr 2010
    Location
    Middle East - Kingdom of Bahrain
    Posts
    1,261

    Default

    Have you set up a sync group for those animations?
    Hamad Al-Hasan
    Gameplay Programmer / Technical Artist
    Portfolio: http://www.alhasanstudio.com/

    Personal Project: zBioBlow !


    UDK Version: Feb-2013
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  5. #5
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    Lisbon, Portugal
    Posts
    150

    Default

    I'm also having the same problem, can't figure out why this is happening.. or how find a way around it.

    And yes, I have all the running animations under the same Animation Group.

    @eternalcrisis did you manage to solve it?

  6. #6
    Palace Guard

    Join Date
    Jun 2007
    Location
    Christchurch
    Posts
    3,514

    Default

    You can make your own animation nodes by the way...

  7. #7
    Redeemer
    Join Date
    Jun 2010
    Location
    Barcelona
    Posts
    1,899

    Default

    Quote Originally Posted by Solid Snake View Post
    You can make your own animation nodes by the way...
    I wish there was documentation on that!

    to the OP: try my tutorial, see my sig.
    in any case you'll need to use a sync group as seenooh suggested


 

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