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Inverse Kinematics #1
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Rename container to prefab to match the industry term and to avoid confusion with core's "containers"
Such as: ``` [ 0, 0 ]: 1, [ 0, 1 ]: 2, [ 1, 0 ]: 3, [ 1, 1 ]: 4 ```
Remove jump animations Add blend trees Add height fields Add motion graph Add prefabs
Base class for box and height field primitives
Base class for box and capsule controllers
Manager that loads and unloads height fields from disk
May be passed to prefab manager to allow loading physics primitives from prefabs
Because they're easier to interpolate
Plays loop animation without any parametrization Useful for environment animations
Manager that loads and unloads blend trees from disk
Manager that loads and unloads motion graphs from disk
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m_geometry_primitive_offset = lerp(m_geometry_primitive_offset, geometry_primitive_offset, 0.1f); | ||
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// TODO: Use linear rather than exponetial to work better on different framerate. |
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Actually, you can easily modify exponential to be framerate-independent
http://www.viniciusgraciano.com/blog/exponential-smoothing/
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Yep, I'm aware of that. The comment is indeed misleading.
Video: https://www.youtube.com/watch?v=UirC1p3gE0U
Build: https://drive.google.com/file/d/1fPxQNy_TIVM05jkdkwoH6GOcYQn6dI6l/view?usp=sharing
Integrated PhysX (with boxes and height fields).
Added blend trees and motion graphs.
Added inverse kinematics (for 2 joints).
Implemented a little gameplay demo that uses all of these features.