Playing Motions in Parallel

Golaem allows to play more than one motion at the same time on a character.

It can be done simply by putting multiple animation behaviors (Motion, Locomotion or Sync) in a Parallel Operator.

Motion / Locomotion Behaviors in Parrallel
(can be in the same Parallel Operator, or in different containers embedded in a parallel operator)

As a general rule, motions on the feet/legs should come only from one animation behavior in order to avoid sliding feets

Mixing motions on different body parts

Thanks to body masks, several motions can be played at the same time on different parts of the body. When doing this there is no real blending, each animation behavior is controlling its own body parts.

A MotionBehavior playing a Walk animation on all parts of the body except the Arms. They can be controlled by another Behavior (wave hand...)

See more details here

Animation Layers (additive blending)

Animation layers enables to add posture and/or variations motions on top of existing motions (for example breathing, head variation motions, adding hands motions on top of mocap without fingers...). It then does not requires any body mask setup.

On top of its convenience, this method enables to get a lot of variety in animation because several parameters can be randomized (relative weights, speed, start percent....).

For example from the following input motions

Stand animation
(on full body except hands)

Breathe animation
(only on spine, arms and head)

Clench Fists animation
(only on hands)

Additive blending will enable to generate the following animation

See the Animation Layers section for more details

Interpolated Motion Blending

Interpolated Motion Blending mode can enable to generate a whole range of motions given only a reduced set of motions representing the extremes. Same as with animation layers, this can be done thanks to randomized animation weights and speed ratio.



Waving T-Animation

Interpolated Animation

See the Interpolated Motion Blending for more details