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Is there a way to use an animation as a single axis blendspace?

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  • Is there a way to use an animation as a single axis blendspace?

    Anyone here know of a way to use an animation as a single axis blendspace?
    I tried turning playing and looping off and driving the start position from a parameter but it doesn't work as expected
    The start position only takes effect when the animation first becomes relevant, such as when the state is entered.
    Because I am working on a marketplace product, I cannot simply write my own animation node.
    I've chopped up animations into single frame poses in the past, but its completely impractical to do this for complex animations.

    List of Black Fang Technologies' projects -> https://forums.unrealengine.com/unreal-engine/marketplace/119868-list-of-black-fang-technologies-projects

  • #2
    Humm not sure where you want to go but maybe a few bullet points.

    1) in all cases the animation reacts to what has already occurred when the need is for the animation migration to know what it is moving into and out of.

    Excellent talk and some solutions even for biped?

    https://www.youtube.com/watch?v=Bs046-TWMhA

    2) animation problems can not be solved in animation alone.

    A for example most turns are base on a set angle between left and right. My turns are a full 360 turn to the left and right and the current turn angle is based on the yaw of the in place movement component

    3) a liner movement component mess up every thing as to proper timing. Sorry but it's true.
    Last edited by FrankieV; 11-13-2017, 02:06 AM.
    Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.

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    • #3
      Originally posted by FrankieV View Post
      Humm not sure where you want to go but maybe a few bullet points.

      1) in all cases the animation reacts to what has already occurred when the need is for the animation migration to know what it is moving into and out of.

      Excellent talk and some solutions even for biped?

      https://www.youtube.com/watch?v=Bs046-TWMhA

      2) animation problems can not be solved in animation alone.

      A for example most turns are base on a set angle between left and right. My turns are a full 360 turn to the left and right and the current turn angle is based on the yaw of the in place movement component

      3) a liner movement component mess up every thing as to proper timing. Sorry but it's true.
      This doesn't seem to be related to my question in the slightest.

      List of Black Fang Technologies' projects -> https://forums.unrealengine.com/unreal-engine/marketplace/119868-list-of-black-fang-technologies-projects

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      • #4
        Well as I said I'm not sure what it is that you are attempting to do. What do you mean by single axis blendspace?

        In simple terms a blendspace is an indexed container.

        Can you put into context the the expected output of the function and the purpose it needs to serve?

        Why not use single pose assets? UE4 even has the ability to make pose frames as a pose asset

        https://docs.unrealengine.com/latest...eatePoseAsset/

        Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.

        Comment


        • #5
          Yes - You can use individual frames of the animation as nodes in the blendspace
          just export each frame as its own animation -
          http://casualdistractiongames.com

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          • #6
            Humm sorry for misreading the question. After sleeping on it I think the question is can you index the animation "node" it's self the same way you can say a 1d blendspace?

            This is what your looking for?

            https://answers.unrealengine.com/que...ion-frame.html

            Is a feature added in a later version and this will give you access to the "explicit" time of the animation node
            Last edited by FrankieV; 11-13-2017, 02:45 PM.
            Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.

            Comment


            • #7
              Originally posted by BlackRang666 View Post
              I've chopped up animations into single frame poses in the past, but its completely impractical to do this for complex animations.
              Originally posted by OptimisticMonkey View Post
              Yes - You can use individual frames of the animation as nodes in the blendspace
              just export each frame as its own animation -
              As I stated in the OP, this impractical to do for animations that are several hundred frames long.

              Originally posted by FrankieV View Post
              Humm sorry for misreading the question. After sleeping on it I think the question is can you index the animation "node" it's self the same way you can say a 1d blendspace?

              This is what your looking for?

              https://answers.unrealengine.com/que...ion-frame.html

              Is a feature added in a later version and this will give you access to the "explicit" time of the animation node
              Thanks. That link is basically what I am trying to do and should fit my needs.

              List of Black Fang Technologies' projects -> https://forums.unrealengine.com/unreal-engine/marketplace/119868-list-of-black-fang-technologies-projects

              Comment


              • #8
                Your welcome.

                You got my interest. Several hundred frames is a bit unreasonable done as single frames but if not top secret what kind of project are you working on that requires that many indexed poses in the first place?
                Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.

                Comment


                • #9
                  Originally posted by FrankieV View Post
                  Your welcome.

                  You got my interest. Several hundred frames is a bit unreasonable done as single frames but if not top secret what kind of project are you working on that requires that many indexed poses in the first place?
                  Well, I have a few use cases. I have a mechanical object where a screw is turned to raise and lower a metal bar. Because the crew makes about 30 full turns per cm the bar is moved, it needs lots of frames to animate properly. In another case, I want to drive an animation of climbing up a ladder based on the position on the ladder so that it always lines up correctly.

                  List of Black Fang Technologies' projects -> https://forums.unrealengine.com/unreal-engine/marketplace/119868-list-of-black-fang-technologies-projects

                  Comment

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