Parametric Animation - Example of Use

Example of Use

In the early days of video game development, animators were required to create entirely new animations to reflect multiple actions performed by the player. For example, an animator might be required to create animation for shooting, reloading, and jumping. If the player was to jump while shooting, the artist would have one of two choices:

  • Allow the game to display the animation with greater priority — in this case, shooting
  • Create a separate animation which depicted simultaneous jumping and shooting

As development continued, the artist would be forced to create an oversized plethora of animations; running while shooting, running backwards while shooting, running left or right while shooting, running while reloading, and so on. With Parametric Animation, an animator might (for sake of simplicity) only be required to create the three base animations from which the remaining 25+ animations would be constructed.

Read more about this topic:  Parametric Animation

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