@Megalomaniak said:
@MagicLord said:
I think this is the new way that will make actual blend tress and animation graphs obsolete.
I wouldn't be surprised if it took advantage of rather than being the replacement for these things. I haven't checked the unity video out since I don't really keep up with unity anymore. The Wolfire engine/project I have been following for a long time and was a preorderer of the game. Cool stuff for sure.
I'm on UE4, but who would not recognize Unity is starting to become more and more attractive with last releases ?
(despite i don't like the Personal Edition splash screen or i don' t want to pay 35$ per month to remove it :D )
The new announced features are big ones and some not even available in UE4 (job system, Kinematica new animation system, new rendering pipeline, Pro builder ,Polybrush, Shader Visual nodes Editor, Cinemachine , new particles , nested prefabs and more).
It is becoming more and more geared towards creators and not only coders like it was before.
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About animation systems, Godot on 3D is like starting, it's perhaps appropriate to bring a new animation system, to make it easy for anyone to make animations with a system like Kinematica or the one from Overgrowth game.
Should we ask David Rosen to participate in Godot bringing it's animation system :) ?
It's really the next step with animations matching systems.
Developers will make animations in no time in the editor, without having to worry about states machines or blending transitions between animations.