Introducing Mannequin
Lumberyard's Mannequin system is a key feature of the game engine and one that sets it apart from other game engines. With Mannequin, we can define movement fragments that are part of a set, or family, of movements. Each movement is given a unique identification so that it can be referenced by code and for grouping. As an example, we might have a power drink in our game that, when consumed, our character exhibits new behaviors. These might be longer strides, faster running, shaky hands, and a widened look of the eyes. Each of these can be crafted as movement fragments and grouped together and employed as needed.
This level of specificity allows us to create realistic animations in reaction to in-game behaviors, other characters, and environmental components. Nearly every character has a walk cycle. Imagine if your character had extreme fatigue based on a lack of water consumption and exposure to desert heat. That character might walk a bit differently. Instead of creating...