Blend sequence
A Blend sequence is a $sequence
that can move smoothly between $animation
s based on one or two sliding 'blend scale' values. This allows the animation's state to be easily controlled by code.
Walking and aiming direction are almost always determined by blend sequences.
Creating blend sequences
The ideal number of animations in a blend sequence depends on how precise the motion needs to be, and on how much variation there is to be along the blend scale(s). Valve use nine for their walking blends (see the example below). With blends that produce a still pose rather than an animation you can get away with one for each extreme, but may find it easier to work with a third, central animation for the zero position.
Once you have your animations, simply list them within the sequence's keyvalue block in the desired order. They will be evenly distributed along the blend scale.
blend <string name> <float min> <float max>
- Defines a blend controller. If
blendwidth
is defined the first controller moves up/down through the blend, and the second (if present) left/right. - You can have up to 8 unique blend controllers per sequence.
blendwidth <int width>
- How many columns of animations the blend contains. The number of rows is determined automatically.
blendcenter <string sequence>
- Defines the sequence to be used in the center of the blend. (0 0) This can be any sequence in the blend.
blendref <string sequence>
- Defines the sequence to be used to align the blend. This can be any sequence in the blend.
blendcomp <string|name>
- Todo: Documentation
calcblend <string name> <string attachment> <XR YR ZR>
- Allows the compiler to determine the range of a blend based on the rotation of a predefined attachment point. The resulting angle ranges will be based on the attachment point's orientation rather than the bone its parented to.
Blend Example
This example creates a 9-way walking blend, suitable for use with CBasePlayerAnimState
. Earlier Valve games use 8-way blends; check whether your game's existing models have move_x
/move_y
(9-way) or move_yaw
(8-way) to determine which you should create. See the SDK sample HL2 models for an 8-way example.
// Define all nine walk_* $animations above this command (use walkframe!)
$sequence walk {
walk_SW walk_S walk_SE
walk_W walk_C walk_E
walk_NW walk_N walk_NE // line breaks are for readability only
blendwidth 3
blend move_x -1 1
blend move_y -1 1
addlayer look // blends look/aim direction on top of walk direction
}
Calcblend Example
This example creates a 9-way look blend delta sequence. using the calcblend
// Define all nine look_* $animations above this command with subtract
$sequence look {
lookDR lookD lookDL
lookR "anims\referencepose.smd" lookL
lookUR lookU lookUL
blendwidth 3
calcblend head_yaw "anim_attachment_head" YR
calcblend head_pitch "anim_attachment_head" ZR
delta
}
The output value for the blend slider ranges now should be based on the relative rotation of the defined attachment.
Animating for blend sequences
There is nothing particularly special about the individual animations which make up a blend sequence. However:
- It is important that each animation is the same length and plays at the same framerate
- Use
walkframe
if the animation is intended for movement - In your modelling package, make sure that any root bone keyframes are set to linear interpolation (i.e. a straight line) to avoid velocity "wobble" when looping
- To ensure velocity matches animation 1:1 consider the total frames of an animation. For instance an 18 frame run cycle that moves 200 units will result in speed of 333.33