How can animation be evaluated at a specific frame rate?

Douglas Lassance
Mon, 06 Oct 2014 10:42:51 +0000
Character & Animation

I am trying to prototype a game where all my animations are respecting the specific frame rate at which they have been created. To simplify my explanation, let’s take the example of a 10 fps animation. In essence, that means that if the engine is running at 60 fps the animation should only be evaluated 6 times.

In a content editor like Maya, the natural behavior is to playback animations at a specified frame rate. On the other hand, in a game engine like Unreal the data is evaluated as many times as possible, therefore, revealing sub-frame data that was not meant to be exposed. To summarize, animations will become extremely fluid instead of preserving their more choppy nature. A successful implementation of such concept would be this Unreal Engine 4 game.

I would really be grateful if anyone knows an existing solution or maybe has an idea for a way to implement such update mechanism?

7 posts - 1 participant