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6:39 PM
So i did some research... and i made the decision to use behaviour trees to implement my animations, because i can actually parse them from .txt files in my framework. Statemachines dont have this ability.
The problem is... i have no clue how i can convert something like this : google.com/… into a behaviour tree... everything is connected to everything...so we can go from idle to attacking and from attacking to jumping and then back to idle. Is this even possible in an behaviour tree ?
pastebin.com/bRteum8U This is my behaviour tree so far... In my case i have three states. Idle, walking and running. Idle is the default state. From there we can go to walking and then to running. The problem is... i see no way to connect running and the idle state. I could manually insert "playanimation name:idle" but that would cause a lot of duplicated code
 
user92578
Aren't you just making a state machine with a behaviour tree there? Wouldn't the correct approach be three sibling nodes from root, "walks?", "runs?" and "not (walks or runs)?" ?
 
@Tyyppi_77 Fuck, of course... thanks xD But what about such an case ? google.com/… Here we can clearly see that you first go into start, the loop, the end and than back to idle... How could this look like ?
 
user92578
6:56 PM
Hmm I'm not sure what the correct implementation might be, but conditions based on the current active animation and its running time come to mind
 
user92578
I'm not sure however how behaviour trees are supposed to implement those common cases like jumping
 
user92578
I guess that might just have precendence over the idle/run trees? idk
 
Thanks... im just trying to determine if i can really use a behaviour tree for all the animation states... I dont wanna switch the implementation again later on. But its correct that i could implement every statemachine in an behaviour tree in theory, right ?
 
user92578
I don't know the theory of behaviour trees, my comp sci theory class only covered state machines
 
7:48 PM
Thanks :) Im gonna create a question for that one to make sure.
 

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