Well, long time has passed since i have written a new entry.
While I'm still working on the asset manager and Texture Converter (non threading version) I have prototyped a small animation class
in Blitzmax which can handle multiple animations at once for a single mesh. eg: you can walk and use your sword in the same time.
Everything is handled automatically you just give a root animation a speed factor and a blend factor. Later you can simply add an 'extra'-
animation to the mesh by using the bonename and an animation name. As you will notice in the video i have not yet synced some values eg:
when does an once time played animation blend out. But i think the video gives an idea what is possible with Leadwerks Engine.
Here is a small codesnippet from my sample project how animation is handled:
If JUMP = 0 Then If move = 0 Then scene_helper.playeranimator.SetMainAnimation("Idle") scene_helper.playeranimator.SetAnimSpeed(3) ; Else If Abs(move) >= 1.5 Then scene_helper.playeranimator.SetMainAnimation("run") scene_helper.playeranimator.SetAnimSpeed(Sgn(move) * 2.0) ; Else scene_helper.playeranimator.SetAnimSpeed(Sgn(move) * 3) ; scene_helper.playeranimator.SetMainAnimation("walk w/o sword") End If End If Else scene_helper.playeranimator.SetMainAnimation("jump", ANIMSTYLE_ONCE) scene_helper.playeranimator.SetAnimSpeed(Sgn(move) * 3) ; End If If MouseHit(MOUSE_LEFT) scene_helper.playeranimator.SetExtraAnimation("Bip01_R_UpperArm", "attack combo", ANIMSTYLE_ONCE) End If If MouseHit(MOUSE_RIGHT) scene_helper.playeranimator.SetExtraAnimation("Bip01_L_UpperArm", "pick up", ANIMSTYLE_ONCE) End If