Archive 17/01/2023.

Animation resource

slapin

Hi, all!

How can I implement animation modification?

I know I can change speed of animation, and use LODs, combine antimations
in different ways, but I want to go as far as removing keyframes.

I have a set of animations, where I want to remove translation from all bones, except root bone,
but keep rotations. How can I do this?
This is needed to retarget antimations for different size character.

Dave82

Well i think what you need is
yourAnimation->GetTrack(“BoneName”);

Which returns an AnimationTrack* where you can add , remove , modify all keys assigned to this bone.
Be sure you also modify the keyset bitmask if you remove a key channel completely (e.g if you remove the position channel , remove CHANNEL_POSITION from bitmask)