If a model is compose of two cubes, upper cube and lower cube aligned along z axis, and lower cube is parent of upper cube.
Giving two skeletal animation:
animation A: upper cube keep static, lower cube rotate-z clockwise.
animation B: upper cube keep static, lower cube keep static
skeletal animation file stored local transformations.
that is,in animation A, lower cube may have two key frames: frame 0: rotate 0 degree, frame 50: rotate 360 degree
then blend A and B by
A: upper_weight = 1 lower_weight = 0
B: upper_weight = 0 lower_weight = 1
what's the correct result?
a. both upper and lower keep static
b. upper cube rotates counterclockwise
i think they should keep static, that's blend in global space, because A's lower weight = 0, means ignore lower transformations?
but if i blend them in local space, according to the A upper cube's local rotation, it will rotate.
i google and see people saying it's better to blend local transforms, but i don't think it gives the correct result, any suggestions?