Re: [GD-General] Pelvis transformation during animation
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From: pontus b. <her...@ho...> - 2007-11-15 00:12:03
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Thanks for the quick reply! =20 This sounds very interesting; I=92ll be trying this out tomorrow. We actual= ly created a tool for the artists just so they could do this extra translat= ion and rotation separately, it never occurred to me that you could just ad= d another joint above the pelvis in the hierarchy. So you just let them dea= l with the rotations and translations in their 3D software? =20 Regards, =20 Pontus Birgersson Shortfuse Entertainment =20 -------- =20 Date: Wed, 14 Nov 2007 15:57:04 -0800From: "Nathan Martz" <Nathan@doublefin= e.com>Subject: Re: [GD-General] Pelvis transformation during animationTo: g= ame...@li... It sounds like you are trying to = both drive the character's game/logicalposition by movement of the root joi= nt and also to use it to skin/deformthe characters. I would suggest that yo= u use different joints for eachpurpose. In our engine, we have a joint that= we call the delta-transthat indicates the character's position and rotatio= n deltas for eachframe. That has a child that we call the "Root" joint whic= h is thebasemost deforming joint. At munge time (after export but before th= egame gets it) we extract data from the delta-trans and then strip thatjoin= t out of the skeleton. So, in this kind of situation, something likea backf= lip might simply translate the delta-trans backwards a bit whilethe root an= d other joints are doing all manner of spins and translation.I believe that= 's pretty much how most people do root motion, and aGoogle search for "root= motion" will probably turn up some good info. _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/= |