Anim8or Community
General Category => General Anim8or Forum => Topic started by: leuat on December 16, 2008, 02:35:28 pm
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So! During a 2 day code frenzy, I've managed to implement stale support for animated objects in Polly. However, as liban8 (not yet?) supports bones, I decided to implement the simplest possible thing first: keyframes. This is done by "compiling" several .an8 or .3ds-files to a Polly resource-file: .ply. This chunked file format will be the base 3d/terrain/item/whatever resource for polly, but is still in early development version.
Anyway. This ".ply compiler" can be used for adding several (euqal-sized) objects together, where the user can define "key"-paths. These paths tells Polly which objects to interpolate between (for instance in a walk, death etc)
Hence, my problem. This preliminary version now works like a charm, but I am completely incompetent when concering 3d object design. And i really need animated objects for debugging and testing the game engine. So if any of you chaps could supply me with a monster or two, I would be very thankful. Heck, this monster might even be included in the final first version, if it doesn't suck too much.
Note: ALL objects must contain the SAME amount of vertices / the same faces. They should only be different
poses of the same object, preferalbly done with bones!
What I need is the following:
A "walking" cycle: at least 3 objects
A "dying" cycle : at least 1 object
An "attack" cycle: at least 2 objects
the object should contain about 500 polys, no more than a thousand... can contain as many materials as you wish.
Also, the name of the texture used should be typed in the "diffuse texture" box in the materials settings. This
texture name will be the identifier within Polly for this specific texture. You can choose your own name, but try to make it unique ("HI" is not unique. "Flesh_red_gory_001" is unique).
leuat
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Leuat
I’ve been working on various walking cycles for mechanical bi and quadrupeds over the past couple of weeks.
Modelling isn't the problem it’s getting the realistic and fluid movement. If I manage to achieve half decent character movements before someone else, I’ll mail it over.
Great work BTW
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Hi,
LibAn8 supports bones. Maybe i have not been enought clear in my e-mail ? I have just never used it to convert skinned meshes (with weights and not just objects linked to a bone) it to an another file format. But you can read the source code of the An8 to MS3D classes of Ani2Pov.
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Ah ok, I misunderstood then. Anyway, first things first, i'll see how the keyframing works. When this is going swell, I'll start working on the bone and skinning implementation.. I just need time to sit down and go through the An8-to-MS3D-code..
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The keyframing method looks like it would work really well with facial expressions.
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Did someone give you a model yet?
I think I will if not...