SpiderPig Posted June 1, 2024 Posted June 1, 2024 I think I need to know the current frame of an animated model in order to get root motion working for animated objects. Is this something that can be added easily enough? Quote
SpiderPig Posted June 1, 2024 Author Posted June 1, 2024 @Josh I'm going through the headers and shaders - is the frame and sequence being incremented on the CPU or in the shaders? Quote
Josh Posted June 8, 2024 Posted June 8, 2024 A skeleton stores a stack of animations; there is no single current frame. Do you think animation hooks might be better for events? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
SpiderPig Posted June 8, 2024 Author Posted June 8, 2024 Actually yes that would be much better. Probably a start and end animation hook. 1 Quote
Josh Posted June 17, 2024 Posted June 17, 2024 @SpiderPig @Andy90 This is what I am planning on. Does this fit your purposes?: void Skeleton::AddHook(const int frame, void Hook(shared_ptr<Skeleton> skeleton, const int frame, shared_ptr<Object> extra), shared_ptr<Object> extra = nullptr) Quote My job is to make tools you love, with the features you want, and performance you can't live without.
SpiderPig Posted June 17, 2024 Author Posted June 17, 2024 I think so. So this hook would be called per frame? Quote
SpiderPig Posted June 17, 2024 Author Posted June 17, 2024 Should there be a animation index there too? Or can that be retrieved from the skeleton? If we blend animations... does each bone have a different frame index? 1 Quote
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