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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 Aufrufe • vor 2 Jahren •via X (Twitter)

11 Kommentare

Profilbild von Caleb Longmire
Caleb Longmirevor 2 Jahren

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.

Profilbild von OPEN
OPENvor 1 Jahr

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Profilbild von Nathan Zufelt
Nathan Zufeltvor 2 Jahren

Swanky 😎

Profilbild von :3
:3vor 2 Jahren

@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... ;_;

Profilbild von Sean Diehl
Sean Diehlvor 2 Jahren

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.

Profilbild von Kyle Lautenbach
Kyle Lautenbachvor 2 Jahren

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

Profilbild von Danny Blank
Danny Blankvor 2 Jahren

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

Profilbild von Inu Games
Inu Gamesvor 2 Jahren

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)

Profilbild von xWildSlicerx
xWildSlicerxvor 2 Jahren

@Warka101 @Warka101

Profilbild von Bobby Anguelov
Bobby Anguelovvor 2 Jahren

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

Profilbild von Liam Reynolds
Liam Reynoldsvor 2 Jahren

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

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