Animation tree implementation

Problems building or running the engine, queries about how to use features etc.
slapin
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Animation tree implementation

Post by slapin »

Hi, all!
I was creating my animation (blend) tree implementation, I did a few nodes (speed, blend2, statemachine, etc.)
and got to a stage where I need to find when sequence ends (or loop phase ends) to trigger next stage of state machine. Would be nice to look at some code which implements this.

slapin
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Posts: 250
Joined: Fri May 23, 2025 5:04 pm
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Re: Animation tree implementation

Post by slapin »

As I did write I got an idea...
For each node which manipulates speed, we return child's length / speed.
For each node which blends animations we return the largest animation's length.
For state machine we return current state's length. For each node which blends-in animations
on conditions we return current configuration's length. That would be perfect.