![]() One issue with additive animations is the problem of authoring for hierarchies. Setting this accessor will set the isAdditive properties of all of the Animatables controlled by the group. AnimationGroups also now have an isAdditive accessor which is false by default. This isAdditive property controls whether the Animatable should be evaluated additively and can be changed at any time. This parameter is false by default and will set the new boolean isAdditive property of the resulting Animatable. ![]() Check the Scene API documentation to see the most up to date parameter lists for each method. First, an optional boolean isAdditive parameter has been added to all of the Scene methods for beginning animations. There are a few ways you can specify that you want an animation to be evaluated additively. So if the second animation in the example above were to be played additively, frame 30 would result in a value of because the second animation’s value adds on top of the first. To accomplish this, additive animation values are relative to the current result of the override animations, not the parent. You can have N-number of additive animations playing simultaneously and each one will have the exact amount of influence specified. This behavior works great for transitioning between animations, like blending from a walk to a run, but what if you want the motions to build on top of each other? This is where additive animation becomes useful.Īdditive animation is unique because it does not use that type of normalization logic. Neither the Y or Z axes would ever be able to fully reach a value of 2 with both animations playing. If you played these animations simultaneously at full weight, frame 30 would result in a translation value of. The second animation has a translation value of at frame 0, interpolates to on frame 30, and then back to on frame 60. The first animation has a translation value of at frame 0, then it interpolates to on frame 30, then back to on frame 60. Say for example you have an object with 2 override animations. ![]() All of the keyframes in override animations are stored relative to the object's parent. The result is always normalized, so the more animations playing at the same time, the smaller amount of influence each individual animation has over the final result. ![]() This means that adding influence to an animation takes influence away from other animations that are playing. So far the type of animation blending we've gone over has been override blending. To disable animation synchronization, just call animation.syncWith(null).Ī complete demo can be find here: Blending Animations Together Additive animation blending To start an animation with a weight, you can use the new scene.beginWeightedAnimation API: The final value will be a mix of all animations weighted based on their weight value. This means that you can use this API to run multiple animations simultaneously on the same target. Starting with Babylon.js 3.2, you can start animations with a specific weight. In the playground demo below, every time you click on the FPS marker, the new animation is blended with the box's current position: Click to BlendĪlthough this playground is blending the same animation into itself, more often, a different animation will be blended-into the original, such as when a walking character changes to running: Blending Animations Together Animation weights This would be handy for user-controlled walking characters, or reacting to value changes from an input device. This blended animation will interpolate FROM the current object's state. You can start an animation with enableBlending = true to enable blending mode.
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