Dual Animation Systems

By Jordan Calderwood

This week I separated the player character's animation system into two parts in order to be able to control his legs and upper body independently. The biggest issue I faced was organizing and restructuring the Animation and Animation Systems classes so that it could handle updating two animations for the same mesh each frame. I overcame this hurdle by moving the responsibility for sending the joints to the Graphics System from the Animation class into the Animation System class. This allowed me to organize the code to be able to handle the dual animation systems.

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