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I'm currently trying to implement animation blending. Or more specifically, parametric animation. Unreal Engine has this in the form of blendspaces. 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

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 from 2003. It seems more designed for static cases where the transitioning is preplanned, dynamic not as much.

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  • $\begingroup$ What exactly causes you problems? We usually do not answer questions that are just asking for literature (see here) but if you can specify your problem, we might be able to help. $\endgroup$
    – wychmaster
    Jan 11 at 8:02
  • $\begingroup$ 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. 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. $\endgroup$ Jan 12 at 22:18

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