double

Overview

This block blends the motion supplied through main with the one in add, according to settings specified in the properties.


Here’s how it functions:

 // normal_main + delta_repl = normal_main + delta_repl * w1;
 // normal_main + normal_repl = normal_main * (1 - w1) + normal_repl * w1;
 // delta_main + normal_repl = normal_repl + delta_main * w1;
 // (!!NRM MODE!!) delta_main + delta_repl = delta_repl;
 // (!!ADD MODE!!) delta_main + delta_repl = delta_main + delta_repl * w1;


Inputs

in

The finished blend goes here.


Outputs

main

Source of animations that will be processed first.

addSource of animations to be added to the main.


Properties

Blender
Synch Type

Motion Sync Type:

  • Keep phase  synchronizes motion lengths.
  • Keep speed  synchronizes motion speeds irrespective of any other parameter.
  • Match events  synchronizes using Blender/Events events, i.e. the corresponding events will occur at the same frame in both motions but the time between the events will be stretched as necessary.
  • Proportional_inv  blends motions in an inverse proportion, that is, the first motion starts from the beginning while the second starts from the end: new_time = target_total_time * (1.f - cur_progress).
EventsEvents for match events.
Add modeIf enabled, ADD MODE works according to the scheme. The delta multiplied by w1 is added to the data supplied via main. This works for cases where both main and add contain deltas.
Weight Mode

constant  w1 = 1.

param  w1 value is based on the corresponding parameter (additional fields appear in the properties, key0 = 0, key1 = 1).

replace  the weight returned by the blocks connected via add.

gesture  is calculated using the following formula.

if (looped)
	weight			= 1.f;
else if (progress <= 0.25f)
	weight			= (4.f * progress);
else if (0.25f < progress && progress <= 0.75f)
	weight			= 1.f;
else
	weight			= (-4.f * progress + 4.f);

Looped and progress are extracted from add. Then the weight is interpolated with the previous value.

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