AnimTestbed/doc/design.md
2025-11-21 13:16:32 +01:00

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

  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.