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
>>>>
>>>>
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>>>>
>>>>
>>>
>>>
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>>>
>>>
>>>
>>
>>
>>
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>>
>
>
>
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