Advanced Animation Blending
Welcome to Chapter 10! In the previous chapter, we added a bit more real-life behavior to the instances. After a brief overview of behavior trees, we added a visual node editor to visually draw the behavior of the instances by using a simple finite state machine. At the end of the chapter, we extended the code and implemented interaction as an additional form of behavior.
In this chapter, the instances will come even more to life. We start with a short exploration of the world of face animations made by morph target animations. Then we will add extra functionality to load morph meshes into the application and enable control over the face animations of the instances. Next, we add a graph node to be able to use face animations in the node trees as well. At the end of the chapter, additive blending will be implemented, allowing us to move the head of the instances independently of the skeletal and face animations.
In this chapter, we will cover the...