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AnimationTableThis is what is called a hierarchical animation blend space tree graph node automata. It basically lets you define how an AnimationComponent should switch between animations, and which animations it can and which ones it cannot play back at the same time. Key conceptsStateWhen in a given state, the component will play back an animation. When the state is switched, it will perform the configured transition, such as a fade-in or fade-out. State spaceThe state space holds a They are organized hierarchically, and higher state spaces can override lower state spaces with their state. For example, a character could have a state space for torso and for legs, both of which could be parented to a full body state space. It could then play back animations on the torso and legs seperately, but sometimes it is easier to create an animation for the armature together, like when climbing a ladder, so then a state could be changed in the full body space and it would override the animations of torso and legs. TransitionWhen a transition between two states occurs, the animations have to be switched. A transition determines how this occurs. It allows to configure fade-ins, fade-outs and their durations. Programming in C++I still haven't finalized the API and debugged everything, so it's not finished yet. |
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