Hi Cedric/Robert
at present if you have 2 animations of equal priority on 1 model, each
with a weight of 0.5, one animation will have an effective weight of 2/3
and the other one will have an effective weight of 1/3. Which one gets
the higher weight depends on which one happens to appear first in the
list of playing animations.
Another problem is that stopping an animation effectively pauses the
animation rather than removing its influence as one would expect.
A separate issue is that quaternions are interpolated without using
slerp giving unpredictable interpolated values.
 
This submission makes the following changes:
- Animations with equal priority are now weighted correctly relative to
each other.
- Quaternions are interpolated correctly using slerp
- (minor) Channels no longer store their weight as the only time it's
used is in update() when Animation can pass in the weight directly.
- If the total weight of the animations is less than 1 then the
remainder of the weight will be filled in with the base pose. This also
means that stopping all animations has the effect of resetting the
animation to the base pose, rather than just leaving it paused.
 
Thanks
-Michael Platings

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Attachment: Animation
Description: Animation

Attachment: Channel
Description: Channel

Attachment: Target
Description: Target

Attachment: Animation.cpp
Description: Animation.cpp

Attachment: BasicAnimationManager.cpp
Description: BasicAnimationManager.cpp

Attachment: Channel.cpp
Description: Channel.cpp

Attachment: Target.cpp
Description: Target.cpp

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