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来自贝塞斯达高级程序员对Starfiedl最新动画系统的透露

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Info/details about Animation System
动画系统信息/详细信息
Info from Bethesda Senior Programmer https:!/twitter.com/JMrOrange/status/1317938335390859281Details:
来自贝塞斯达高级程序员https://twitter.com/JMrOrange/status/1317938335390859281的信息
Replacing Havoc with a custom animation systemRegrote animation system for Starfield from scratch
从零开始用自定义动画系统替换Starfield动画系统
Features:+Graph based editing +Live monitoring +Ingame animation rewind tools +Predictivefoot ik with bone scaling and retargeting +Hgh quality compression +Very high level of performance
特点:+基于图形的编辑+实时监控+游戏中动画倒带工具+骨缩放和重定向的预测足ik+HGH质量压缩+非常高水平的性能


IP属地:上海1楼2020-10-20 14:49回复
    来自Reddit上老哥对以上动画系统提到的信息分析
    BGS used to use the Havok Behavior SDK, which is a state machine-based character animation system that was discontinued by Microsoft. If it was replaced, the new system should provide at least parity with it. Note that rigidbody physics, fluid and soft body simulation, and destructible geometry might still use Havok.
    +Graph based editing
    This is more of an animation authoring stuff, where you can adjust the curves that determine how keyframes between animation poses and loops are interpolated. Probably bodes well for animation blending. This could have some use in smoothly morphing between different animations without authoring transitions between states like running and crouching, or combining existing poses so you don't have to creat multiple walk and run cycles for different weapons, for example.
    +Live monitoring
    Again, more of an authoring tool.
    +In-game animation rewind tools
    This is actually very interesting as it directly mentions the capability to do something in-game, which might suggest time rewinding as a gameplay feature. If that's the case, then the other Havok components I mentioned might have been scrapped as well.
    +Predictive foot ik
    Useful for what you said (sticking feet to the ground on uneven surfaces) but it can go from something as relatively simple as that to an automated parkour system where jumps are predicted and executed on the fly.
    with bone scaling
    Bone scaling has always been a bit of an unstable mess in modders' hands, but it could prove useful for having more dynamic, anticipating and impactful animations that better follow the squash and stretch principle. Might also impact character creation; Fallout 4 already uses movable (possibly scalable?) bones for this purpose.
    and retargeting
    Hmmm, this is usually not a problem with Bethesda's previous "actor" paradigm, where most if not all humanoid NPCs are just mesh variations with a common rig that plays all animations. Retargeting could imply that sufficiently different armatures that play the same animations exist in the game. Think Skyrim bears playing Vampire Lord animations
    +High quality compression +Very high level of performance
    Less RAM usage, less CPU cycles, better performance. I'm not entirely sure about how big of a performance impact this has played on previous games. IMO, drawcall optimization has been much more costly than the animation engine itself, but it's still good news!


    IP属地:上海2楼2020-10-20 14:53
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      @贴吧用户_7V459MK792 老哥怎么看


      IP属地:浙江来自Android客户端3楼2020-10-20 17:27
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        顶顶


        IP属地:湖北来自Android客户端4楼2020-10-20 22:02
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          引擎大换血呗


          IP属地:湖北来自iPhone客户端5楼2020-10-21 09:40
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