Root motion in Armory


#1

Root motion is technique which allows animating a character not in place but starting at some point then ending on some other point. The code in game engine picks position of a bone first and considers it as 0. Then each frame it checks position changes of the bone and sets these to 0 but moves parent object instead (usually rigidbody or anything representing character as whole).
Will it be efficient enough to run in haxe for 1000 characters? or it is better to animate walks in place?

I currenly play around with CMU mocap data. so I wonder if it is better to make it in place or implement root motion.


#2

even if haxe is not efficient enough, you could try writing a server in a very fast/concurrent language IMHO, but I think that what you’re asking is strictly a question of the cpu you have.