- 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.
- 公有云容器化指南:騰訊云TKE實戰與應用
- Python數據分析入門:從數據獲取到可視化
- SQL Server 2012數據庫技術與應用(微課版)
- Spark大數據分析實戰
- 大數據:從概念到運營
- 深入淺出MySQL:數據庫開發、優化與管理維護(第2版)
- Construct 2 Game Development by Example
- IPython Interactive Computing and Visualization Cookbook(Second Edition)
- 探索新型智庫發展之路:藍迪國際智庫報告·2015(上冊)
- Spark分布式處理實戰
- Hands-On System Programming with C++
- 數據賦能
- Cognitive Computing with IBM Watson
- 數據庫原理及應用:SQL Server 2016
- 數字化轉型方法論:落地路徑與數據中臺