From 5ac22ebac0a762b13f2ea284a0f7108fa14c8928 Mon Sep 17 00:00:00 2001 From: Martin Felis Date: Fri, 21 Nov 2025 13:16:32 +0100 Subject: [PATCH] Added graph design ramblings. --- doc/design.md | 35 +++++++++++++++++++++++++++++++++++ 1 file changed, 35 insertions(+) create mode 100644 doc/design.md diff --git a/doc/design.md b/doc/design.md new file mode 100644 index 0000000..2e3c39a --- /dev/null +++ b/doc/design.md @@ -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. \ No newline at end of file