In most games, walk and run animations can be blended together by
holding analog stick. Depending on how much analog stick is pressed, two
animations (usually walk and run) start blending. There is a problem in blending between walk and run animations and that is these two animations has
different timings. Blending between walk and run results an unexpected motion. In this
post I want to talk about how we can blend between two animations with
different timings like walking and running.
Before going further, let’s consider human
jogging. Jogging is a movement between run and walk. It's not as slow as
walk and not as fast as run. We can say that jogging is partially
run and partially walk so the gait and hands should not move as long as they
move in running and should not move as short as they move in walking. We can say
that the transform of bones are averaged between run and walk in jogging.
That's actually what we are doing in animation blending. Obviously, animation blending
is a weighted average of different animations keyframes. So for now we know
that jogging actual poses can be achieved by blending between run and walk
animations. One another thing should be considered is that jogging speed value is also
between run and walk speed. This means that jogging is slower than run and faster
than walk. To achieve a jog animation by blending between walk and run, we also need to blend between speeds of two animations.
Now let’s consider how we should blend between walk and run to
make a jog animation. First it comes from animators. They should animate walk
and run with same normalized time. For example, if in walk animation, left foot
starts planting on the ground at normalized time 0.5 then the left foot in run
animation should start planting on the ground at normalized time 0.5 too and if the right foot in walk, starts planting on the ground at normalized time 0 and 1 (loop poses) then the right foot in run
animation should start planting on the ground at time 0 and 1 too.
After making walk and run animations with the rules I mentioned, you can blend the speed of two animations with the same blend factor used for
animation blending:
a = blend_factor where
0 <= blend_factor <=1
T1 = walk_length (in
seconds)
T2 = run_length (in seconds)
T1>T2
At the most times we need to blend animations with each other
linearly so if we use linear animation blending then we need to blend speeds of walk and run
animations linearly as well. For this reason I wrote a linear equation to show the
time length of jog animation:
jog_length = (T2 -T1) * a + T1
where jog animation is the result of
blending between walk and run animations with blend factor ‘a’ linearly and jog_length is the time length for jog animation.
At the final step we should change the playback rate of both walk
and run animations to achieve a blended speed:
Walk.PlayBackRate = T1 / Jog_length
Run.PlayBackRate = T2 / Jog_length
For avoiding some problems like round-off errors in floating points you can set the Run.NormalizedTime to Walk.NormalizedTime instead of setting the Run.PlayBackRate.
For avoiding some problems like round-off errors in floating points you can set the Run.NormalizedTime to Walk.NormalizedTime instead of setting the Run.PlayBackRate.
Make sure to change the speed of both animations before calling
your blend function, otherwise you will face unexpected results.