1.0 KiB
1.0 KiB
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
- 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
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E.g. extract Bone transform
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Increases Node complexity:
- AnimOutput
- AnimOutput + Data
- Data
(Data = bool, float, vec3, quat, ...)
Open Issues
- 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.