Path: chuka.playstation.co.uk!news From: colin adams Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Character Animation Date: Sat, 07 Jun 1997 17:26:21 -0700 Organization: Cobra Developments Lines: 61 Message-ID: <3399FC2D.3384@cobradev.demon.co.uk> References: <339969CC.519D@cobradev.demon.co.uk> <3398E2FE.2169@reptile.no> NNTP-Posting-Host: cobradev.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I; 16bit) Lars Barstad wrote: > 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. > This Method is What I referred to When I said Frame Flipping. For Me its not a Problem to Code Animation Routines. In fact They are already written. I was Approaching the Problem from an Artists point of view. Artists are Creative people & Artists Will almost Certainly want to Update Graphics Many Times During The Development of a Project, Just as a Coder adds Extra Code to a function or a musician adds new Riffs to a Tune. If Every time I added a variable to a Function (Polygon in Artist case) I had to rewrite the function (Color/Texture in Artist case) I wouldn't be very happy with the situation & would feel that my Creativity is Curtailed. Graphics Creation Becomes very much a "One Shot Affair". (Adds a new slant on the Statement "Yaroze Means Lets Create"). > 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? Yes It Does, Almost the same as I am doing it. Great? Minds think Alike:-) > 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. I agree, but its a bit of a Hack isn't it? All this stuff should be High Level IMHO. -- Cobra