Animation system

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rhymer
Posts: 2
Joined: 22 Apr 2021, 20:34

Animation system

Post by rhymer »

Are there any plans on reworking animation system, e.g. implementing animation blending, Inverse Kinematic, ragdolls?
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AnyOldName3
Posts: 2666
Joined: 26 Nov 2015, 03:25

Re: Animation system

Post by AnyOldName3 »

Plans, yes. Concrete plans, no. Kind of like how I'm planning on going to bed at a reasonable time tonight so I'm not desperately tired in the morning, but I've got fifteen minutes to get into bed to achieve that, and instead I'm on the OpenMW forums.
Lamoot
Posts: 176
Joined: 22 Apr 2016, 12:03

Re: Animation system

Post by Lamoot »

rhymer wrote: 22 Apr 2021, 20:44 Are there any plans on reworking animation system, e.g. implementing animation blending, Inverse Kinematic, ragdolls?
For ragdolls there are experiments like this one.
https://www.youtube.com/watch?v=0zkXR_FYnvM

For inverse kinematics there's this basic issue on gitlab.
https://gitlab.com/OpenMW/openmw/-/issues/5503

Apart from this, there's no big push currently going on to improve the animation system.
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Tes96
Posts: 232
Joined: 29 Feb 2012, 03:45
Location: Off-grid

Re: Animation system

Post by Tes96 »

I didn't know cc9cii had a youtube channel. Instantly subscribed! Those videos of playing Oblivion in the OpenMW engine are a breakthrough to a whole new realm of possibilities!
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