Game Development Reference
In-Depth Information
Animation state machine (ASM)
Currently, our animation blending is a bit verbose and requires a lot of manual handling
from Lua. Now, we're going to create a system that will manage animations and blends for
us based on the concept of a finite state machine ( FSM ). We'll call this system an anima-
tion state machine but in essence, it's an FSM where states are animations and transitions
between states represent the blend window, blend duration, and animation offsets.
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