Added graph design ramblings.
This commit is contained in:
parent
ed7c7902ec
commit
2848909981
35
doc/design.md
Normal file
35
doc/design.md
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
## Graph
|
||||||
|
|
||||||
|
### 1. Support of math nodes (or non-AnimNodes in general)
|
||||||
|
|
||||||
|
* Enables animators to add custom math for blend inputs or to adjust other inputs (e.g. LookAt or IK
|
||||||
|
targets).
|
||||||
|
|
||||||
|
**Open Issues**
|
||||||
|
|
||||||
|
1. When to do the evaluation? Two types of subgraphs:
|
||||||
|
a) Instant inputs (needed for blend node inputs) that have to be evaluated before
|
||||||
|
UpdateConnections
|
||||||
|
b) Processing nodes, e.g. for extracted bones.
|
||||||
|
|
||||||
|
### 2. Support of multiple output sockets
|
||||||
|
|
||||||
|
* E.g. extract Bone transform
|
||||||
|
|
||||||
|
* Increases Node complexity:
|
||||||
|
* AnimOutput
|
||||||
|
* AnimOutput + Data
|
||||||
|
* Data
|
||||||
|
|
||||||
|
(Data = bool, float, vec3, quat, ...)
|
||||||
|
|
||||||
|
**Open Issues**
|
||||||
|
|
||||||
|
1. Unclear when this is actually needed. Using more specific nodes that perform the desired logic
|
||||||
|
may be better (
|
||||||
|
c.f. https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-blueprint-bone-driven-controller-in-unreal-engine).
|
||||||
|
Likely this is not crucial so should be avoided for now.
|
||||||
|
|
||||||
|
### 3. Multi-skeleton evaluation
|
||||||
|
|
||||||
|
Use case: riding on a horse, interaction between two characters.
|
||||||
Loading…
x
Reference in New Issue
Block a user