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Michael Hartlef
15-02-2008, 11:53
Hi Petr,

how can I do different bone animation of 2 entities, that where created from the same M15 model?

Michael

Petr Schreiber
15-02-2008, 12:02
Hi Mike,

bones were created in pre-entity times. That means - using classic way, it was possible to do TBGL_ResetBones / setup animation /TBGL_ApplyBones for each game object. Using entities this complicates a bit - you would have to create multiple
"scenes", and execute them separately

I am even thinking of creating entity of type "bone", to handle this problem ???


I am sorry,
Petr

Michael Hartlef
15-02-2008, 12:16
That's ok. But we definately need a solution for this.

Petr Schreiber
15-02-2008, 14:32
I know,

but I would need more time, "quick fix" would not be solution.
In B3D the animation is evaluated on the fly from bone rotations, or using keyframe interpolation?


Thanks,
Petr

Michael Hartlef
15-02-2008, 23:03
Each bone as keyframes for position, scale and rotation. Inbetween they get interpolated between the last key and the next key. Take your time.

Petr Schreiber
15-02-2008, 23:18
So file stores setup of bones at each time, but not the precalculated keyframes ( of vertex positions )?

Thanks for information!,
Petr

Michael Hartlef
16-02-2008, 00:03
No precalculated postions of vertices. Just the bone info is stored with position, scale and Rotation for n-keyframes.

Give me a few more days, as I have the converter done allready. But I wanna pack this into a gui. Also I would like to automate the horizontal flipping and file format conversion of the textures. After that I will work on the playback routines. A litte blackhole for me is the playback regarding the FPS. I have keyframes at certain framenumbers. I have an FPS base for the animation. Some models use 60 FPS, some 24, etc.. So I have to read up and experiment on how I can replay the animation with this info. One thing I know is that I will use linear interpolation.

kryton9
16-02-2008, 02:16
Sounds like some cool magic is around the corner!