Godot Motion Matching Design from collective view #4
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This project has scalability as one of its core foundation. Since many users will try to use it with very different quality of animation, from professional post-processed motion-captured animations to Mixamo animations to their own animations of varying quality, the system must be robust, easy to debug and easy to fix. Nomenclature:
Some comments about my project and some possibilities it allows.
What this project aims is to provide multiple type of features, ones more adapted for typical locomotion that are continuously updated, others would be better for Melee Combat similar to For Honor, or other better used for Parkour. Each would be hosted by it's own kdtree and the user can select which one are active by code. This is what we define as scalability in this project. This project is still a WIP and as such some features were implemented as a prototype for now. |
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Daniel Holden motion matching is being implemented in Unity3D and I think it may be prudent for us to with another perspective from another Game Engine e.g. Unity3D and then re-examine how best to do that in Godot.
The Original 2019 Godot Motion Matching UI was designed and implemented by Juan Linietsky @reduz
The key question is scalability of @Remi123 Godot4 Motion Matching solution by being flexible in incorporating new Motion by e.g. importing new BVH files.
Pre-processing to store
Pose => Motion Data
Features => Motion Features
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