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Learning Game AI Programming with Lua

You're reading from  Learning Game AI Programming with Lua

Product type Book
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Pages 352 pages
Edition 1st Edition
Languages
Author (1):
David Young David Young
Profile icon David Young

Table of Contents (16) Chapters

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with AI Sandbox 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Animation blending


Animation blending is the process of playing multiple animations on a single mesh at the same time. Some key things to note about animation blending are that the associated playing animations must be carefully balanced against one another; otherwise, this will result in artifacts such as clipping or impossible skeletal orientations.

We use animation blending to prevent what is commonly known as animation pops. These animation pops happen when the position of a bone becomes discontinuous as the bone moves. Typically, this shows up as an abrupt change in pose in a time span that is unbelievable to an observer.

Blending helps alleviate pops by smoothing out abrupt skeletal changes as well as allowing our soldier to blend together two animations that were not authored to be played back to back.

Animation weights

Animation blending is done through the manipulation of how much each animation contributes to the skeleton. As animation weights must be between 0 and 1, the animation...

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