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ataulien avatar ataulien commented on June 16, 2024 1

That is working, yes. At least for the player it is, NPCs use something simpler for now.

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astillich avatar astillich commented on June 16, 2024

@degenerated1123 I think you mentioned that you had some blending code? Does that also handle layering? Would be nice to have a look before starting this.

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astillich avatar astillich commented on June 16, 2024

AnimationSequencer instances (the setup read from model scripts) could be shared between entities. The AnimationController would then have a per-entity AnimationState instance which keeps track of the sequencer state for that entity.

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ataulien avatar ataulien commented on June 16, 2024

There is currently no blending whatsoever, nor layering. However, I'm not sure whether gothic even used "layering", as in automatically done. They did have their "animation-overlays", which replace some of the animations of the base animation-set. But these overlays always contain an animation for the full skeleton, if I'm not mistaken.

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astillich avatar astillich commented on June 16, 2024

Just had a quick look at the G2 .MDS files: it at least uses layer 1 and 20.

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ataulien avatar ataulien commented on June 16, 2024

You're probably right, I don't think they duplicated every single animation just because of maybe holding torch. Makes more sense to just overwrite the nodes used by the torch-animation.
Will implement this into the AnimationHandler!

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Czarek22089 avatar Czarek22089 commented on June 16, 2024

Quick question, does moving characters in REgoth will be using root motion in animation to move them like in original ? Becouse from what I saw when testing, moving was just from simple script... hope you understand

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ataulien avatar ataulien commented on June 16, 2024

This is implemented now.

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