Anatomy of a Skeletal Animation System Part 3

This is part three of “Anatomy of a Skeletal Animation System”

Animation System Optimizations and Features

Here are some various animation system optimizations and techniques that you might find useful…

Multithreaded Animation Blending

If you are even mildly comfortable writing multithreaded code, this one is fairly easy to implement.

Basically every animated model that needs an update goes into a queue every frame.  (Things that haven’t been on screen for a little while could be exempt from the list so you don’t waste time on things that aren’t being rendered)

At some point in your main loop, you do the animation sampling / anim blend tree blending / etc work to come up with the final bone group. You do this by grabbing the first model in the queue, processing it, then moving to the next model.

Your main loop doesn’t continue until all of the models have been processed.

Now, imagine that you had other worker threads also grabbing models from the queue and processing them, and that the main thread will wait to continue the main loop until the queue was empty and all models had been processed.

TA-DA! You are done and have multithreaded animation blending. It can help A LOT, depending on how many hardware threads you have available for helping work.

Bias / Gain Curves in Anim Blends

With normal animation blending, it’s a linear crossfade from one animation to another.

Sometimes, an animator can make things look nicer if they have the option of doing non linear crossfading.   One nice option for doing this is exposing a bias and gain parameter to the blend in / out parameters.

Bias and gain are great ways of letting content creators create non linear curves for a variety of uses.  Ken Perlin did a lot of work in this area, but in “Game Programming Gems 2”, a guy named Cristophe Schlick presented some simplified, quick equations to calculate approximations of bias and gain.

I highly recommend checking that out and using them for this, and everything else in your game. Using bias and gain you can do things like have your camera move from point A to point B, but start out fast and slow down as it gets closer to B, giving it a nice organic feel to it, instead of a rigid lerp.  With bias and gain you pass in a % and get out a different %.  Real simple to use and extremely useful in every part of your game just about.

Here’s an interactive demonstration of the bias/gain functions I made. The source code for the functions are there too:
HTML5 Bias and Gain

Round Robin Anim Evaluation

There are some situations when you don’t need every model to have perfectly up to date animation data every single frame. One example of this is if you are simulating the game world on a server, where skeletal animation data doesn’t need to be perfectly up to date since network latency already makes it somewhat innacurate.

In these cases, one thing you could do is split the list of models you need to update into perhaps 4 different lists. Then, each frame, you only process one of the 4 lists, thus reducing your animation CPU load down to 25% of what it was. Quick and easy way to save some real CPU time quickly if you don’t need the most up to date animation data all the time.

Pose Sharing

Sometimes you have a lot of different models where many of the models are preforming the same animations – such as if you have a crowd of people in a crowded area.

One way to deal with this is to let some of the people doing the same animations SHARE their computed animation data.

If you are in a crowd, and there’s lots of different looking people walking all sorts of different directions, you aren’t going to easily notice that there are people who are using the exact same bone data, but facing different directions.

Going this route, if you have a group of 4 let’s say that all share the same bone data, you only need to calculate it for one person, and the rest of the group uses the data already calculated.

Less animations to sample and blend so you gain some CPU back.

Skeleton LODing

As things get farther away, or smaller, the smaller details are less noticeable. Because of this, you can “remove” bones from a skeleton as a model is farther away. I mentioned this briefly with facial animations, but the same is true of arm bones, leg bones, hand bones, etc.

You just have to make sure your anim system is able to handle LODing out bones gracefully (no popping) and efficiently (no excessive processing to get a lower LOD skeleton, it should just be a flag on the bones or something).

Runtime Debugging Essentials

Here are some debugging tools that I’ve found essential in debugging day to day animation bugs (popping, twitching, incorrect animations, etc).

Real Time Info On Screen

You really need the ability to show some kind of status on screen for a specified model. The info should show what animations are playing on which animation controllers, the current time of the animation controller, the playback rate of the controller, the state of the state machine, etc.

Using this, when you see a pop, you might see that for a fraction of a second, that an animation switches from one animation to another, then back to the first. From there you can go on debugging it further.

Timeline Log

Sometimes it’s useful to be able to turn on animation logging for a specified model. This way, you can generally log more info than you can on the screen in real time, and can also take your sweet time looking at very small intervals of time to see what went wrong and why.

Very useful.

Show the Bones

Sometimes you really just need to be able to look at the skeleton to see an issue more clearly, or be able to determine if the problem is with a model or the animation data.

Having a way to turn on bone rendering such that it draws 2d (unprojected) lines on the screen showing the bones of a specified model is very useful. Also sometimes it’s nice to be able to see the bones of all the animation data that went into the final blended pose, instead of just seeing the final blended pose.

Control Time Itself!

Lastly, sometimes it’s really useful to be able to slow down time to see a problem in greater detail. Rarely, it’s also useful to be able to speed up time. Having the ability to do both while the game running can be a really big help.

That’s All She Wrote

That, and MURDER I mean.

I hope you enjoyed these articles on the anatomy of a skeletal animation system. Drop me a line or post a comment if you have any questions or comments (:

Anatomy of a Skeletal Animation System Part 2

This is part two of “Anatomy of a Skeletal Animation System”

Animation Controller v3 – Bone Groups

In part 1, we talked about how to make a skeletal animation system that was able to play smooth, non popping animations on a model, it could communicate back to the engine to play sound effects, spawn objects in specific spots, and many other things as well.  What it could not do however, was play a different animation on the upper body and lower body.

To solve this, instead of having a single animation controller for our model, we need to have multiple animation controllers, where each controller controls a specific set of bones.  Note that multiple controllers should be able to affect the same set of bones, and in the end result, a bone’s position is made up by blending the data from all animation controllers that affect it.

Each animation controller should have a blend weight so that it can be blended in and out to keep animation motion smooth and continuous, and also the blend weighting allows you to turn on and off specific animation controllers as needed.

Some great example uses for this are…

  • Having a seperate animation controller for the upper and lower body so that they can work independently (the lower body can look like it’s jumping, without having to care if the upper body is firing a gun or not).
  • Having a seperate full body animation controller that affects all bones.  In most situations, this animation controller would be off, but in the rare cases that you want to play a full body animation, you turn this one on and play an animation on it.
  • Having a facial animation anim controller that only turns on if the camera is close enough to a characters’s face.  This way, if you look closely at another player, you can see their face moving, but if you are far away from them, the game engine doesn’t bother animating the facial bones since you can’t see them very well anyways.

The order that these animation controllers are evaluated should be explicit (instead of left up to load order or things like that).  You want to be very clear about which animation controllers over-ride which other animation controllers for the case of having multiple on at the same time, affecting the same bones.

For the sake of efficiency, when trying to blend the animation data together from each animation controller that affects that bone, you should start at the last fully weight (100% weight) anim controller in the anim controller list.  This way, you don’t bother evaluating animations for anim controllers that are just going to be completely masked out by other animation controllers.

If there is no full weight anim controller in the list that affects the specific bone, initialize the bone data to the “T-Pose” animation position before blending the other anim controller bone data on top of it.

We now have a very robust animation system, but it isn’t quite there yet.  Interacting with this animation system from game code means you having to tell specific game controllers when to play specific animations.   This is quite cumbersome and not very maintainable.  Ideally, the animation logic would be separated from the game play logic. Besides making the code more maintainable, this means that non animation programmers will be able to write game play code that interacts with the animation system which is a big win for everyone. Fewer development bottlenecks.

Animation Selection

There are two good techniques i’ve seen for separating the logic and preforming animation selection for you.

The first way is via “animation properties” and the second way is by using an animation state machine. There are pros and cons to each.

Animation Properties

For the animation properties method, you essentially have a list of enums that describe the player’s state.  These enums include things such as being able to say whether the player is crouched or standing, whether the player is unarmed, holding a pistol, or holding a rifle, or even how injured the player is (not injured, somewhat injured, or near death).

The game play code would be in charge of making sure these enums were set to the right values, and the animation controller(s) would use these values to determine the appropriate animations to play.

For instance, the game code may set the enum values to this:

  • WeaponType = Rifle (vs Unarmed, Pistol, etc)
  • WeaponAction = Idle (vs Firing, Reloading, etc)
  • PlayerHealth = NearDeath (vs healthy, injured, etc)
  • MovementType = WalkForward (vs Idle, Running, LungeRight, etc)

From here, the animation system takes over.

The lower body animation controller perhaps only cares about “MovementType” and “PlayerHealth”.  It notices that the player is walking forward (WalkForward) and that they have very low health (NearDeath).  From this, it uses a table that animators created in advance that says for this combination of animation properties, the lower body animation controller should play the “WalkNearDeathFwd” animation.  So, the lower body animation controller obliges and plays that animation for the lower body bones.

The upper body animation controller perhaps just cares about WeaponAction, WeaponType and PlayerHealth.  It notices that the player has a rifle, they aren’t shooting it, and they have very low health.  From this, the upper body animation controller looks into it’s animation properties table and sees that it should play the “RifleIdleInjured” animation, so it plays that animation on the upper body bones.

The logic of game play and animation are completely seperate, and the animators have a lot of control over what animations to play in which situations.

Once again, you’d want an editor of some sort for animators to set up these animation properties tables so that it’s easier for them to work with, it verifies the data to reduce the bug count, and everyone wins.

Your tool also ought to pack each animation properties table (upper body, lower body, facial animation, full body animation, etc) into some run-time friendly structure, such as perhaps a balanced decision tree to facilitate quick lookups based on animation properties.

Animation State Machine

Another way to handle animation selection is to have the animation controllers run animation state machines, having the game code send animation events to the state machines. Each state of the state machine corresponds to a specific animation.

When the player presses the crouch button for instance, it could send an event to all of the animation controllers saying so, maybe ACTION_BEGINCROUCH.

Depending on the logic of the state that each anim controller state machine is in, it may respond to that event, or ignore it.

The upper body anim controller may be in the “Idle” state. The logic for the idle state says that it doesn’t do anything if it recieves the ACTION_BEGINCROUCH event, so it does nothing and keeps doing the animation it was doing before.

The lower body anim controller may also be in a state named “Idle”. The logic for the lower body idle state says that if it recieves the ACTION_BEGINCROUCH event, that it should transition to the “StartCrouch” state. So, it transitions to that state which says to play the “CrouchBegin” animation (also says to ignore all incoming events perhaps), and when that animation is done, it should automatically transition to the “CrouchIdle” state, which it does, and that state says to play the “Crouching” animation, so it does that, waiting for various events to happen, including an ACTION_ENDCROUCH event to be sent from game code when the player lets go of the crouch button.

The interesting thing about the anim state machine is that it gives content creators a lot more control over the actual control of the player himself (they can say when the player is allowed to crouch for instance!) which can be either a good or bad thing, depending on your needs, use cases and skill sets of your content creators.

Going this route, you are going to want a full on state machine editor for content people to be able to set up states, the rules for state switching, and they should be able to see a model and simulate state switches to see how things look. If you DO make such an editor, it’s also a great place to allow them to define and edit bone groups. You might even be able to combine it with the key string editor and make a one stop shop editor for animation (and beyond).

Animation Controller v4 – Animation Blend Trees

At this point, our animation system is in pretty good shape, but we can do a bit better before calling it shippable.

The thing we can do to really spruce it up is instead of dealing with individual animations (for blending, animation selection, etc), is to replace them with animation blend trees like the below:

Animtree

In the animation blend tree above, you can see that it’s playing two animations (FireGun and GunSight) and blending them together to create the final bone data.

As you can imagine, you might have different nodes that preformed different functionality which would result in lots of different kinds of animations using the same animation blend tree.

You will be in good shape if you make a nice animation blend tree editor where a content creator can create an animation blend tree, set parameters on animation blend tree nodes, and preview their work within that editor to be able to quickly iterate on their changes.  Again, without this tool, everyone’s lives will be quite a bit harder, and a little less happy so it’s in your interest to invest the effort!

Some really useful animation nodes for use in the blend trees might include:

  • PlayAnimation – definitely needed!
  • AnimationSequence – This node has N number of “children” and will play each child in order from 1 to N in a sequence.  You may optionally specify (in the editor) that you want the children chosen at random and you specify a weighting to each child for the random choosing.  This is useful for “idle animations” so that periodically an idle character will do silly things.
  • AimGrid – this animation node uses the player data to see yaw and pitch of the player’s aim.  It uses this information to figure out how to blend between a grid of 9 animations of the player pointing in the main directions to give a proper resulting aim.  This node has 9 children, which specify the animations that specify the following aiming animations: Up Left, Up, Up Right, Left, Forward, Right, Down Left, Down, Down Right.  Note that since this is a generalized anim blend tree, these child nodes can be ANY type of animation node, they aren’t required to be a “PlayAnimation” node.  This in essence is the basis of parametric animation (which i mentioned at the beginning of part 1), so this is a way to get some parametric animation into your system without having to go full bore on it.
  • IK / FK Nodes – get full or partial ragdoll on your model.  Also get it to do IK solving to position hands correctly for specified targets and such.
  • BlendBySpeed – You give N number of children, and movement speeds for each child.  This animation node will choose the correct animation, or blend between the correct animations, based on the current traveling speed of the player.  This way you get a smooth blend between walk, run and sprint animations and the player can move at whatever speed they ought to (perhaps the speed is defined by the pathing system, or the player’s input).  To solve the problem of feet “dancing” as they blend, you need to make sure the footfalls happen on the same time (in %) on each animation that will blend together.  This way, the animations don’t fight eachother, and the feet will appear to move properly.
  • BlendByHealth – if you want the player to walk differently when they are injured, this node could be used to specify various walk animations with matching health levels so that it will blend between them (for upper or lower body or whatever else) as is appropriate for the player’s current health level.
  • Additive Blending – to get gun recoils and such

As you can see, animation blend trees have quite a bit of power.  They are also very technical which means engineers may need to help out content folk in making good trees to resolve some edge case bugs.  In my experience, animators are often very technical folk themselves, so can do quite a bit on their own generally.

Combine anim blend trees with the animation selection systems (FSM or anim properties) and the ability to smoothly blend an animation controller between it’s internal animations (or anim trees) it’s playing and you have a really robust, high quality animation system.

Often time with this work flow, an animator will just say “hey i need an anim node which can do X”, so an animation engineer creates the node and the animators start using it to do interesting things.  No need for an engineer to be deeply involved in the process of making the animation work like the animator wants, or having to worry about triggering it in the right situations etc.

Sure there will be bugs, and some things will be more complex than this, but by and large, it’s a very low hassle system that very much empowers content creators, and removes engineers from needing to be involved in most changes – which is a beautiful thing.

End of Part 2

This is the end of part 2. In the next and final part, we’ll talk about a few other miscellaneous features and optimizations.

Anatomy of a Skeletal Animation System Part 1

This is part one of “Anatomy of a Skeletal Animation System”

There is quite a bit of information out there on the basics of skeletal animation, including how to export and read animation and model data, how to animate bones and thus transform a mesh, how to blend bone data together and other related animation topics.

However, there is a lot less information out there about how to set up a system to use these techniques in a realistic way, such as you might find in your average modern 3d video game.

I myself have been an animation programmer on a few games including an open world unreal engine game called “This is Vegas” (unfortunately cancelled due to Midway going bankrupt) and also a multiplayer only first person shooter called “Gotham City Impostors” which was released earlier this year for PC, 360 and PS3.  The info I’m presenting is based on experience developing those games, as well as info i gathered from other developers or read about in books or online.

In this article I’m going to assume you already know how to get animation bone data into memory, how to use that animation data to animate models (meshes), and also how to blend animation bone data together.  I’m going to start off with the most simple animation system possible and slowly introduce features until we end up at something that would be fully featured for a typical modern game.

The “next generation” of skeletal animation seems like it’s going to be heavily based on parametric animation, and while we will TOUCH on the basics of parametric animation, we won’t dig into it very much beyond that.   If you are making a next gen AAA title, parametric animation may possibly be for you (and maybe not), but with the rise of 3d in flash, the rise of mobile games, and also indie game development, I think traditional pose driven skeletal animation is here to stay at least for a while.

Depending on the needs of your project, and how high a quality bar you want vs how much CPU time you want to spend on animation, some of these features may not be appropriate.  Feel free to take what is useful to you, and leave what isn’t.  Every game is different.

Animation Controller v1 – Super Simple

The simplest point we will start out is that if you have a mesh with an animation controller on it (to control what animations should play on it and such), it has these features:

  • If you tell it to play a looping animation, it will continue playing that looping animation forever.
  • If you tell it to play a non looping animation, it will play the animation and have some way of notifying you when the animation is done.  This is either by having it call a callback when it’s done, or by setting some flag on itself saying that the animation is done (won’t ever get set on a looping animation)
  • You should be able to tell it a playback multiplier to play the animation at, such as if you tell it to play at 3.0, it will play 3 times as fast, or if you tell it to play at 0.5, it will play half as fast and look like slow motion.
  • If you tell it to play an animation while another animation is playing, it will instantly stop the animation it’s playing and start playing the new animation.

With this simple animation system, we could conceivably make a game that has animated characters.

That being said, the animation system is lacking in a few ways:

  1.  You can only play full body animations, meaning if you want the lower body to look like it’s jumping, and the upper body to look like it’s firing a rifle, you have to make an animation that looks like that.  If you want the same thing, but you want the lower body to look like it’s standing around while the upper body is firing a rifle, you have to make an entirely different animation that looks like that!  The permutations of actions can get quite large and you have to decide in advance which animation you want to use.  That is, when the player is jumping, they cant change their mind that they suddenly want to start shooting.
  2. When you switch animations, there is visible “popping”.  Popping is when a bone goes from doing one thing to doing something else instantly.  It looks like the bone teleported and is very visible to players.  It looks buggy and unpolished.
  3. If you are doing something like having the player throw a grenade, you have no way of knowing when to actually spawn the grenade model, and where to spawn it.  You could “hard code” it to spawn at the same place relative to the player each time, when the animation stops playing, but that is pretty hackish and not very maintainable.

Lets start off by working on solving problem #3 of not being able to specify where to spawn a grenade or when to spawn it.

Keyframe Strings

To solve the problem of WHEN to spawn it, a feature common to nearly all animation systems is the ability to put game engine events on animation key frames.

This way, when the arm is at the correct position in the throw animation, someone would be able to put an event like “throw grenade” on that animation key.  When the animation reaches that animation frame, it sends the message to the game engine, which can then create a grenade (with any specified parameters to the event).

Often times I’ve seen this implemented as an actual string that is associated with an animation key frame.  The strings might be things like:

Playsound Laugh.wav   (to play a sound to go along with the animation)

SpawnPhysicsProjectile  Grenade.mdl 0 0 5   (to spawn a projectile with the specified mesh and velocity vector)

FootFallSound (This would tell the engine to play a footstep sound, based on the material the player was standing on, such as a metalic sound if on metal, or a duller thud if walking on dirt)

You could also use it to hide and show attachments or a myriad of other things.  Basically you can use it for anything that you want to be tied to an animation.

Usually you’ll want some kind of editor for animators and other content creators to be able to associate these key strings with specific key frames.   If they have to work with a text file where they have to hand enter times and key strings associated with those times, it’s going to be really tedious and they are going to be sad.  Also, it will be very error prone which makes everyone sad when it generates more bugs than it needs to, slowing down dev time.

On the topic of creating unnecessary bugs, while i’ve often seen keystrings implemented as actual strings, it’s actually a lot less error prone if you have some kind of structured input system in your key string editor.

For instance, instead of them typing a command name and supplying any required parameters, it would be a lot better for them to have to choose a key string command from a drop down list.  When they choose one, it should display any parameters that might be needed, and have some way of validating that their input is valid.

This editor should be tightly coupled with your game engine.  Example ways for doing this including having a shared header file that defines all key string commands and what parameters they require, or having the key string editor load a game dll to get at the data that way.

If you have to manually maintain the tool to match game code, it will often get out of sync and cause you pain you don’t need.  Avoiding that pain means you can work on developing more features instead of fighting reoccurring bugs, and means QA can focus on finding harder to find bugs.  In the end it means a better product which is great for the company, your continued paycheck, and the player’s experience.

Some other potential bugs can come up with key frames that I don’t have a good answer for, it’s just something you have to mindful of.

One of these bugs is that when an animation is interrupted, a key frame might not get hit when you expect a key frame to get hit.  For instance if an animation attaches something to a players hand, and at the end of the animation hides that attached object, if you interrupt the animation midway through, it won’t get hidden and the attachment will be stuck to the hand as the player does other things – which looks very weird.  Your best bet is to design things in such a way that if key strings are missed, it isn’t a problem.  Not always possible with all features unfortunately though…

Another problem that comes up when you have more advanced anim systems is that you may be blending out an animation which is no longer relevant, but while it is blending out, it hits a key frame.  For instance if you a player is holstering a weapon, but blending out a fire animation that got interupted, you may get a “firegun” key string command, when you really don’t want it because it’s not relevant anymore.  Sometimes you would want a key string to fire in that case though, so there is no real global solution to the problem that I’m aware of.

Sockets

Now that we have a way of knowing WHEN to spawn a grenade in a grenade throw animation, we don’t know WHERE to spawn it.  This is where sockets come in – no I’m not talking about TCP/IP or UDP sockets!

A seemingly obvious solution is probably to say which bone to spawn the grenade on in the “throw grenade” animation key string.    An issue here though is that maybe if you spawn it right on the “rhand” bone, it might clip through the hand (inter-penetrate the hand) and look sloppy.  Also, for other use cases, you might want to attach something where there isn’t a bone nearby.

Another seemingly obvious solution might be to add extra bones to the animation data that aren’t tied to any real geometry.  This way, you can use the bones to attach things to, or spawn things at, but they aren’t tied to any real model geometry so you can make them move however you want.

The problem with this solution is that you are paying the cost of animating those bones even if you aren’t using them for anything.  Enter sockets!

Sockets are a transformation (translation and rotation) away from a specified bone.  They are usually only calculated on demand so that when you aren’t using them, you don’t pay a price for having them.

This way, sockets act as very cheap attachment / reference points on a model during animations to attach other models to (such as capes, helmets, guns, grenades).

When a key string command takes a socket or bone as a parameter, you should have it accept either a bone or a socket.  They should be usable interchangeably, because sometimes you really do want to attach something to a bone, and you shouldn’t make an animator make an extra socket just to make it match a bone.

We now have a way of specifying WHEN to spawn a grenade (via a key string), and also WHERE to spawn it (specifying a socket to spawn it at as a parameter to the key string command).

Animation Controller v2 – Blending

I mentioned popping earlier and said it was caused by a bone changing where it is or how it’s moving by a drastic amount in a single frame.  If you’ve read my DIY Synth articles, you probably remember how important in audio programming it is to make sure that your sound data stays continuous.   The same is true of animation data, you have to make sure that bone motion / position stays continuous always, or else you’ll get popping.

Just like in audio programming, you use envelopes to help keep things continuous when you add a new animation into the mix, or remove an old animation.

For instance, If a model is playing one animation and you tell it to play another, the new animation should start at a blend weight of 0.0 and slowly increase while the old animation decreases from a blend weight of 1.0 down to 0.0.  This gives you a nice smooth blend between two animations and works for MOST animations (more on that in a second).

Typically, when crossfading from one animation to another, the magic number is to blend over 0.2 seconds, but certain uses may warrant a longer or shorter blend time.  You might also blend out the old animation at a different rate than you blend in the new animation.  Give your animators the option to choose so they can do whatever they need.  They will be happy that they have the control, and you will be happy that you don’t have to one off program things all the time for them.  Everyone wins!

What happens if you want to play an animation while an animation blend is in progress already?  0.2 seconds of blend time sounds like a short amount of time, but this actually comes up ALL THE TIME.

There are two ways to deal with this issue that I’m going to talk about.

The first way to deal with this problem is to keep a list of all the animations that are currently playing, so that if you tell the animation controller to play a bunch of different animations really quickly, it will end up sampling a bunch of different animations as various  ones blend out, and the final one is blending in.  This can result in A LOT of animation sampling which can take a serious toll on your game’s performance.  I encountered a bug on a game I worked on once that caused around 100 animations to be getting sampled on a single model for several frames due to this problem and it made the game tank HARD.

The second way to deal with this, and how I like to implement it usually, is to make it so only two animations can play at once (a main animation and a blend animation) and you have another field on the animation controller which says what the next animation  to blend in is.

Going this route, when you say to play a new animation while a blend is in progress, it goes into the “next animation” field.  When the current blend is done, that next animation will blend in and the last one will blend out.

If there is already another animation in the “next animation field”, it’s replaced and it’s never seen.

This way, only two animations will be sampled / blended at a time maximum, yet you will get a perfectly smooth blending between animations, and the controls will still feel fairly snappy, although there may be a noticeable delay in control response if animations change a lot really often.  You’ll have to make a judgement call about the needs of your game.

Lastly, I said blending works nicely for most animations but not all.  One exception to this rule is when you try to blend different lower body animations together, such as trying to blend a walk animation and a run animation together.  Often times, the feet will be in different places and when you blend them, it makes the feet look like they are doing a little stuttering dance and it looks ugly.  I’ll talk about getting around this specific problem in the next part, but as a preview, the short version of the solution is to make sure the feet are in the same positions at the same time for the two animations.

End of Part 1

At this point we have a fairly nice animation system but it isn’t quite ready yet. The most glaring problem we have is that we can only play full body animations still, which is not acceptable.  A real animation system NEEDS to be able to play different animations on different sets of bones independently.

We’ll tackle that problem, and others, in part 2.