Thanks for the explanation! I figured the root pose was still in there, I just hoped the weightlist was taken into account at this level, causing the root pose to be left out of the equation for the upper body. But I guess the weightlist is just earlier.
Thanks for the insight! > I pinged Ken and here is what he had to say: > > Blending sequence "B" on sequence "A" is: > > Result = A * (1.0 - blend_factor) + B * blend_factor > > Each blend accumulates on the previous pose, so what they're doing is > blending two sequences on top of the root pose like this: > > result = (root_pose * (1.0 - 0.5) + sequence_a * 0.5 ) * (1.0 - > 0.5) + sequence_a * 0.5) > > The final result will be: > > result = 0.25 * root_pose + 0.75 * sequence_a > > Blending isn't the same as addition, it's an accumulation on top of the > previous operation. There is addition, flagging an animation as a > "delta" animation will get that, but that'll be true addition, which > means they'd need to subtract the root_pose from each in order to made > "adding" make sense, which probably isn't what they want to do. > > Yahn > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De > Meyer > Sent: Saturday, July 12, 2008 7:09 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Character Animation Blending problem > > I've discovered this while debugging: > > if you're blending between two sequences that are the exact same pose, > you > will not attain that pose unless at least one of the two blendfactors is > at one ( feel free to try that in hlmv ). > > Can anyone tell me how the blending works, and if it's possible to have > it > working the way I'd expect ( e.g. 0.5 * sequence a + 0.5 * a sequence > identical to a = a. ). > > Any insight in the animation blending process is appreciated. > > Maarten > > > >> The bottom one is probably at 0.6, but to eliminate all doubt: >> >> http://i336.photobucket.com/albums/n330/jfkeats/ol_testmap0041.jpg >> >> idle_, walk_ and lower_ are identical, the sum of their weights is 1, > and >> still the blend is not 'complete', there's a part of jesus in there > which >> causes the gap. >> >>> It doesn't look like the two sliders are both on 0.5: the top one is >>> further to the left than the bottom one. >>> >>> Maarten De Meyer wrote: >>>> Hi list! >>>> >>>> I'm trying to understand a blending problem. Simple question: >>>> >>>> http://i336.photobucket.com/albums/n330/jfkeats/problem.jpg >>>> >>>> In this setup, run_lower only affects the legs ( so the upper pose > is >>>> Jesus, weightlists are at 0 for upper body ). run_upper_minigun and >>>> walk_upper_minigun are both a simple, correct pose ( correct being > with >>>> the hand on the front handle ). >>>> >>>> Why is that, if they're both blended with weight 0.50, and the >>>> run_lower >>>> should have a weight of 0 for the upper body, I still have a >>>> gap/incorrect >>>> pose ( caused by some of the 'Jesus' pose still being blended in )? > If >>>> the >>>> sum of their weights is 1.0, shouldn't the pose be exact? Ingame > this >>>> translates in glitches when we start/stop running, other than that > it's >>>> fine. >>>> >>>> Thanks for any insight, >>>> >>>> Maarten >>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list > archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list > archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

