v0.7.0-alpha3 #17
Remi123
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This release is a complete overhaul on how we manage memory and the animation is now much more robust.
Here is the most importants notes on this release :
MMAnimationLibrary. This make more senses since we can createMMAnimationLibrarywith purpose like "Locomotion" or "Attack" and query different information. It also allow reusing the same kdtree.MMAnimationPlayeris now always initializing. In case the current animation finish, the body will inertialize to the last frame of the animation, instead of clipping to it. This also allowed the creation ofrequest_pose(animname,timestamp)which move the body to the skeleton position at that time in the animation.MotionFeaturesnow have a series ofPackedFloat32Array serialize_XYZ(obj:Object)functions that let you obtain the information from the node that know the information. For exampleBonePositionVelocityMotionFeaturehasserialize_mmplayer(mmap:MMAnimationPlayer)and it retrieve the information correctly. Append all theMotionFeaturesresult into a single PackedFloat32Array and useMMAnimationLibrary::query_pose(accumulated_features_info), this will return a dictionary containing which animation and what time is the closest.I still need to write the docs, but in a nutshell.
MMAnimationLibrary, and add all animations inside it.MMAnimationLibraryin the file explorer, then you will see a MotionMatching tab in the bottom editor and a few options in the Inspector.MotionFeatureresource, then fill the info. In the Bottom Panel, pressBake, wait a little and there you go.serialize_XYZand append the result to an array. The order is VERY important.var pose := MMAnimationLibrary::query_pose(serialized_info)and pass the result to theMMAnimationPlayer::request_animation(pose.animation,pose.timestamp).There is some missing detail that the doc will go much further into, but this is the TLDR on how to use it.
This discussion was created from the release v0.7.0-alpha3.
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