Root motion
- Dominant language
- C++
- Stars
- 3.3k
- Forks
- 353
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 1
Description
This feature looks simple to implement, i may be wrong but i don't even know if there is already a ready solution for that.
1. We need to define a bone as the root bone (the one that moves the entire "armature");
2. Then, the transforms from animation must be neutralized (?) and returned as a vector;
2.1 The returned vector needs to be applicable as velocity, which i don't know exactly how it will works as the returned vector would be a static "location".
I can look into it in my vacation, if anyone has some suggestions let me know :+1:
Contributor guide
No contributing guide indexed for this repository
Research direction
No files, tests, or entry points are named. Start by locating the engine's armature and animation handling, then determine how a root bone should be defined and how its animation transform becomes usable velocity; done means those behaviors are specified and supported.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender, cpp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100