- Learning Game AI Programming with Lua
- David Young
- 177字
- 2021-08-05 17:02:16
Chapter 3. Character Animations
In this chapter, we will cover the following topics:
- Loading animated meshes in the sandbox
- Attaching meshes to animating bones
- The sandbox soldier and weapon animations
- Blending multiple animations
- Creating a Lua animation state machine
- Building a soldier and weapon animation state machine
With a basic sandbox under our feet and a primitive agent representation, we can now move on to handling animations so that our agents can finally begin to look human. While we could assign a basic human mesh to our agents so far, they could never really look human without animations.
Animations play a key role in not only the visual aspect of the AI, but also the functionality of the AI. This might seem counter-intuitive, but the sandbox AI can only perform behaviors that the AI has animations for. If an animation takes 5 seconds to play out and can't be interrupted, our AI needs to take this into account before it decides to execute an animation; otherwise, our AI loses all reactiveness for these 5 seconds.
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