Path: chuka.playstation.co.uk!news From: Lars Barstad Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Character Animation Date: Sat, 07 Jun 1997 06:26:38 +0200 Organization: Reptile Design Lines: 28 Message-ID: <3398E2FE.2169@reptile.no> References: <339969CC.519D@cobradev.demon.co.uk> Reply-To: lars.barstad@reptile.no NNTP-Posting-Host: grimstad2-8.ppp.sn.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (WinNT; I) To: colin adams colin adams wrote: > (a) Artists will have to Edit Graphics using RsdTool 0.3b > 1 frame at a time. As RsdTool 0.3b does not support > multi-object editing as in AutoDesk Animator, Dpaint 4 ect. > This will be very difficult when editing Data with 500+ > Polys & many frames. I have done some character animation, and it's not that difficult. What I did was to create one object in 3D Studio. When the object is created, animate the parts you want WITHOUT ADDING ANY NEW POLYGONS and save them as different DXF files. Convert all files to RSD. Color/Texture the original object using RSDTool, and manually edit the other RSD files to use the same material file (.mat). This way you don't have to color each frame manually. Convert all files to TMD. To avoid storing multiple copies of the primitive list, write a program that extracts the vertexes & normals from each TMD except the first. At runtime you only have to point your vertex & normal pointer to the correct animframe. Does this make sense? I think this is the easiest way to implement character animation. Editing the vertexe-list directly is also possible, but I think you need a few different object that share the same behaviour to make it worthwhile to hardcode the movement. Lars lars.barstad@reptile.no