Improvement to additive blending using deltas?
Posted: Sun Jan 31, 2010 6:09 pm
In my use of additive blending in Ogre, I've been unable to make it work satisfactorily. It would add two animations together in an undesirable way that would impact every bone. For example, I wanted to add an animation where the eyes blink, but with Ogre, his body contorted in the extreme, because this eye blinking animation had the character in an idle pose. The transformations for that pose were all additive, contorting the body in the extreme.
Some might suggest that I redo the animation and put it in the binding pose, but in my situation I cannot. I would like a way to run an animation as additive, but in a manner that uses the deltas of that animation, not adding the full transformations and causing extreme contortions of all bones.
Other engines, such as Unity, seem to do this by default when doing additive blending. It proves far more useful.
Maybe Ogre already supports what I'm looking to do. If so, then sorry about that.
Some might suggest that I redo the animation and put it in the binding pose, but in my situation I cannot. I would like a way to run an animation as additive, but in a manner that uses the deltas of that animation, not adding the full transformations and causing extreme contortions of all bones.
Other engines, such as Unity, seem to do this by default when doing additive blending. It proves far more useful.
Maybe Ogre already supports what I'm looking to do. If so, then sorry about that.