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Something I worked on for Unreal 5.3 is a new experimental "Dead Blending" node - it's a drop-in replacement to the Inertialization node which often produces better blends when the animations are not synced or you have frequent transitions.
102,317 просмотров • 2 лет назад •via X (Twitter)
Комментарии: 11

Dead Blending has been an absolute godsend for us internally. We can now construct state machines that may trigger tons of back to back transitions with great results, whereas before, inertial blends would fall apart and pop.

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Swanky 😎

@jimmygunawanapp I made a procedural splinebased animation system to explicitly combat this a while ago. Too bad I haven't had much time to elaborate on it recently... ;_;

Those results look much better. I hooked up Inertialization Bending once, saw the legs break immediately and never went back. Might need to give this node a try.

I didn't know this existed!! This is such a great improvement.

Brill! I was wondering when we would see this in an engine after your initial findings in Feb.

Does it take more time to blend than the inertialization? I have a landing anim and with the new algo feet will go underground (i can make a video if needed)

@Warka101 @Warka101

Have you considered using a sync track to solve that problem. It's orders of magnitude simpler and cheaper?

Interesting. Something i took for granted at other studios - didn't know other engines have not got it.
