<p>I'm currently trying to implement animation blending. Or more specifically, parametric animation. Unreal Engine has this in the form of <a href="https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/Blendspaces/Overview/" rel="nofollow noreferrer">blendspaces</a>. After some experimentation, I've noticed that they perform timewarping on the input animations <em>and then</em> blend. Meaning they change the way animations are sampled through time before performing any blending.</p>
<p><a href="https://i.sstatic.net/LJnRm.png" rel="nofollow noreferrer"><img src="https://i.sstatic.net/LJnRm.png" alt="An example of time warping between a running/jogging animation" /></a></p>
<p>I'm having difficulty implementing timewarping and blending with more than just two animations, specifically the case for a 2D blendspace. Are there any recent papers/publications related to this? The most useful one I could find was <a href="https://research.cs.wisc.edu/graphics/Gallery/kovar.vol/RegistrationCurves/regCurves.pdf" rel="nofollow noreferrer">this one</a> from 2003. It seems more designed for static cases where the transitioning is preplanned, dynamic not as much.</p>

CC BY-SA 4.0
2022-01-11T08:02:43.937Z
What exactly causes you problems? We usually do not answer questions that are just asking for literature ([see here](https://computergraphics.stackexchange.com/help/on-topic)) but if you can specify your problem, we might be able to help.
wychmaster
CC BY-SA 4.0
2022-01-12T22:18:41.523Z
To be fair, I was only asking how it was implemented. I searched for a very long time but couldn't find anything on the internet, so I decided to ask for a baseline to keep it broad and simple.

I only posted the paper because I saw someone link the exact paper in [another stack exchange post](https://gamedev.stackexchange.com/questions/22402/animation-blending-basics).

Regardless, to anyone curious I found out the solution and it does involve timewarping but based on the number of frames in an animation in a barycentric + bilinear manner.
nonamer_O_O
<animation><parametrization>
How is Unreal's 2D Blendspace implemented?
nonamer_O_O
# How is Unreal's 2D Blendspace implemented?

(Asked by: username_0 on 2022-01-10)

I'm currently trying to implement animation blending. Or more specifically, parametric animation. Unreal Engine has this in the form of [blendspaces](https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/Blendspaces/Overview/). After some experimentation, I've noticed that they perform timewarping on the input animations *and then* blend. Meaning they change the way animations are sampled through time before performing any blending.

[![An example of time warping between a running/jogging animation](https://i.sstatic.net/LJnRm.png)](https://i.sstatic.net/LJnRm.png)

I'm having difficulty implementing timewarping and blending with more than just two animations, specifically the case for a 2D blendspace. Are there any recent papers/publications related to this? The most useful one I could find was [this one](https://research.cs.wisc.edu/graphics/Gallery/kovar.vol/RegistrationCurves/regCurves.pdf) from 2003. It seems more designed for static cases where the transitioning is preplanned, dynamic not as much.

**Tags:** animation, parametrization

> **Comments:**
> **username_1**: What exactly causes you problems? We usually do not answer questions that are just asking for literature ([see here](https://computergraphics.stackexchange.com/help/on-topic)) but if you can specify your problem, we might be able to help.  
> **username_0**: To be fair, I was only asking how it was implemented. I searched for a very long time but couldn't find anything on the internet, so I decided to ask for a baseline to keep it broad and simple.  I only posted the paper because I saw someone link the exact paper in [another stack exchange post](https://gamedev.stackexchange.com/questions/22402/animation-blending-basics).  Regardless, to anyone curious I found out the solution and it does involve timewarping but based on the number of frames in an animation in a barycentric + bilinear manner.  

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## 0 answers

