Re: [GD-General] Pelvis transformation during animation
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From: Nathan M. <Na...@do...> - 2007-11-15 00:14:00
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That's right. They have some controls in the rig that make that easier. We also only support rotation about Y (up) axis, but that's for reasons not directly related to how we do root motion. =20 -Nathan =20 -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of pontus birgersson Sent: Wednesday, November 14, 2007 4:12 PM To: gam...@li... Subject: Re: [GD-General] Pelvis transformation during animation =20 Thanks for the quick reply! =20 This sounds very interesting; I'll be trying this out tomorrow. We actually created a tool for the artists just so they could do this extra translation and rotation separately, it never occurred to me that you could just add another joint above the pelvis in the hierarchy. So you just let them deal 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 -0800 From: "Nathan Martz" <Na...@do...> Subject: Re: [GD-General] Pelvis transformation during animation To: gam...@li... =20 It sounds like you are trying to both drive the character's game/logical position by movement of the root joint and also to use it to skin/deform the characters. I would suggest that you use different joints for each purpose. In our engine, we have a joint that we call the delta-trans that indicates the character's position and rotation deltas for each frame. That has a child that we call the "Root" joint which is the basemost deforming joint. At munge time (after export but before the game gets it) we extract data from the delta-trans and then strip that joint out of the skeleton. So, in this kind of situation, something like a backflip might simply translate the delta-trans backwards a bit while the root and other joints are doing all manner of spins and translation. I believe that's pretty much how most people do root motion, and a Google search for "root motion" will probably turn up some good info. =20 ________________________________ Express yourself instantly with MSN Messenger! MSN Messenger <http://clk.atdmt.com/AVE/go/onm00200471ave/direct/01/>=20 |