Added graph design ramblings.

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Martin Felis 2025-11-21 13:16:32 +01:00
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## 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.