[GD-General] Pelvis transformation during animation
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From: pontus b. <her...@ho...> - 2007-11-14 23:31:42
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Hi, =20 I have encountered an issue that has been a hassle for my current game proj= ect as well as for previous ones and I'd like to hear your take on it. =20 The issue surrounds transforming i.e. rotating and translating the pelvis j= oint during animation. We are creating a fighting game where our artists wo= uld like to be able to translate and rotate the entire character in a non-l= inear fashion for some animation (say an attack where the character turns a= round and moves forward). =20 My first approach to this was to let the transformation be part of pelvis b= ut this causes an issue due to hardware skinning since the world position a= nd orientation in game logic won't incorporate that particular transformati= on seeing as how it is added in the vertex shader. =20 Next I tried to extract the transformations into separate rotations and tra= nsformations for each key frame and just add the difference between key fra= mes to world position and orientation. This solution was flawed because it = also extracts the pelvis translation on the Y axis and adds that, making th= e character float upwards. I guess I could keep working on this solution bu= t it seems as a bad way to go, do you guys have a better idea or perhaps a = standardized way to do this? =20 Regards, =20 Pontus Birgersson=20 Shortfuse entertainment _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/= |