{"id":360,"date":"2023-11-16T12:07:45","date_gmt":"2023-11-16T12:07:45","guid":{"rendered":"https:\/\/wulinshu.com\/test\/?p=360"},"modified":"2023-11-16T12:07:47","modified_gmt":"2023-11-16T12:07:47","slug":"dp-development-log-3","status":"publish","type":"post","link":"https:\/\/wulinshu.com\/test\/2023\/11\/16\/dp-development-log-3\/","title":{"rendered":"D&P: Development Log #3"},"content":{"rendered":"\n

For this devlog I decided to take the opportunity to talk about the animations in Shenmue, and more specifically about the challenges met when we first took a look at the animations, and what we ultimately decided our plan of action should be. This specific topic is a bit long-winded, and may be a bit too technical for some people, but I will try to keep it as simple as possible.

The way that animations work in Shenmue is different from how most games deal with animation. Just like real life, characters in games are animated by manipulating virtual “bones” which are assigned sections of the 3D model itself. For example, the upper body is comprised of a spine, shoulders, biceps, forearms, hands, as well as the neck and head. These bones are commonly called a hierarchy <\/em>as that’s how they’re created and ultimately operate in real life, in a parent and child relationship. This hierarchy affects how bones can move\/rotate; for example, a hand bone which is a child of a forearm bone can only rotate itself, however rotating the forearm will also rotate the hand with it as it is a child of the forearm.

An example of this hierarchy can be seen here:<\/p>\n\n\n\n