Can we combine animation groups into one?

there are two animations in the scene:

  • one came from a GLB file on import (“hover” animation for example)
  • and the other is created with BJS (xSlide -1 to 1 on position.x for example)

the desired outcome:
=> export a GLB file containing both “animation groups” as one.

(I realize there’s a possibility to unload the animations inside the gltf animationgroup, but that doesn’t seem scalable)

Hello!

By “unload”, what do you mean exactly?

I saw on other forum posts, that I can:

  • go inside the imported animationgroup
  • iterate on its animations and re-assign them to another animationgroup

my opinion is that that’s too much of a hassle, for a feature that is common enough to be bundled with the engine (would love to help out with a PR, just need some support from someone senior on the BJS codebase). Allowing animationgroups to be inserted inside other animationgroups would open a lot of cool possibilities.

(if there’s a solution I am not aware of, would really appreciate it :pray:)

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I see what you mean, thanks for clarifying! I think having this feature would be pretty nice (I’ll add @Deltakosh here on the discussion too as he might have an opinion too), and I’d be glad to help you get acquainted with the codebase so you can contribute :smiley:

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awesome stuff! let’s wait for the Sith Lord @Deltakosh :stuck_out_tongue:

Following up on our discussion.
I just opened a feature request on Github, @carolhmj would appreciate your support when and “if” the feature is approved :pray:

issue:

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Hello, sorry for necro reading threads :slight_smile:

@feuerstein, I was wondering reading the posts and such, do you mean from within BabylonJS or DCC tools ?

In Babylon we are planning to support Animation group Blending cc @Evgeni_Popov and wonder how it could also fit with this request.

hey @sebavan would love it if you explain what you mean by blending. Because in unity, it means transitioning from one to the other, which I think bjs already supports.

What I am talking about is something like what was attempted with the additive animations.

Consider the case where you would compose a scene, with characters walking around (aka, bone animations, usually imported as their OWN animationGroup) and with other animations in the scene, say a windmill rotation for example.

The idea is to be able to export (bake, compile… whatever the term) everything in one animationGroup

Babylon supports animation blending but not animation group blending so far :slight_smile:

So in short I guess that once we ll be able to blend/layer groups together, the “baking” should be possible.

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indeed!

Just out of a pure PM annoying redundancy lol, animationGroup 1, starts at 0 and ends at 24 frames, animationGroup 2 also starts at 0 and ends at 24 frames. So it’s like “grouping animation groups” :slight_smile:

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AnimationGroups can be “blended” by setting each of their weight, 0.5 on both would be 50/50 blend, etc :thinking: