来自贝塞斯达高级程序员对Starfiedl最新动画系统的透露
starfield吧
全部回复
仅看楼主
level 11
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/
13179383353
90859281Details:
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
2020年10月20日 06点10分 1
level 11
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!
2020年10月20日 06点10分 2
这有点硬核啊[阴险]
2020年10月20日 17点10分
level 14
@贴吧用户_7V459MK792 老哥怎么看[滑稽]
2020年10月20日 09点10分 3
level 11
顶顶
2020年10月20日 14点10分 4
level 14
引擎大换血呗[滑稽]
2020年10月21日 01点10分 5
对,我记得之前另一个自称朋友参与过测试的帖子里也说过在物理效果上有很大进步,那估计不会太差,todd也肯定清楚重力系统是关键,所以这次升级和进步肯定顶
2020年10月21日 01点10分
1