Animation System Gotchas
- general
- a mesh can have either morph or skeletal animation, but not both
- only one morphanimation (with hardcoded name "default", get with: entity->GetAnimationState("default")) per mesh, blending multiple morphanimations is not supported
- bone rotations are blended as follows:
Quaternion q1 = Quaternion::Nlerp(Quaternion::IDENTITY, rotation1, weight1); Quaternion q2 = Quaternion::Nlerp(Quaternion::IDENTITY, rotation2, weight2); Quaternion blendedQ = q1 * q2;
- d3d11 and gles2 rendersystem
- maximum number of bones per skeleton: 40
- uses indexed vertex blending
- psp rendersystem
- maximum number of bones per skeleton: 8 (limited by the hardware)
- no indexed vertex blending (not supported by the hardware)