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whats the best technique for managing character animations and movement?
I want to create a system for character animation managing. my characters have animations like: walk , run , aim and move , shoot on aim , crouch , aim on crouch , shoot on crouch , switch weapon on walk or idle, custom animations in different situations , etc . What is the best technique for managing these animations in a simple and efficient manner. I'm developing a FSM(finite state machine) system for animation, should I continue that or is there a better solution.
Thanks in advance.
Answer by Paulius-Liekis · Dec 29, 2010 at 08:08 AM
I don't think there is best technique - all of them have pros and cons. You should consider the main two: FSM and blend-trees. It seems that one works better for some things and other one for others.
Thanks for the reply but I couldn't find anything about blend-trees. Could you please explain exactly what do you mean by blend-tree.
Just google "animation blend tree" - there is plenty of information. Different engines use different names for it, for example Unreal calls it AnimTree (http://www.unreal.com/features.php?ref=animation). Some more links: http://social.bioware.com/wiki/datoolset/index.php/Animation_blend_tree_editor (see image on the right); http://www.ogre3d.org/forums/viewtopic.php?t=45260;
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