Is anyone using Granny?
I am interested in blending 2 animations, and I wish to be able to vary the speed of each animations independantly, as well as have them stop and start at different places in the animation.
To illustrate, imagine a model walking, and wanting to raise his arm up and down, at different speeds and sometimes only half-way or less or more.
I ask because it seems the animations are all based on one clock, and I have not figured out how to do this
From: email@example.com [mailto:firstname.lastname@example.org]On Behalf Of Mike Armstrong
Sent: Thursday, November 30, 2000 11:25 AM
Subject: RE: [Algorithms] Maya file format reader/writer.
This isn't true, currently we support both rigid + smooth skinned meshes
rigid infomation is stored in WeightGeometryFilters while the smooth
skin stuff that you are after is stored in SkinClusterFilters. There is
an example in the sdk directory that gives you all the information you require.
> -----Original Message-----
> From: Giovanni Bajo [mailto:email@example.com]
> Sent: 30 November 2000 18:56
> To: firstname.lastname@example.org
> Subject: RE: [Algorithms] Maya file format reader/writer.
> The same here. We have a main export plug-in, plus several MEL tools.
> The only thing we were not able to export is a skinning structure that
> includes multiple weights/bones per vertices. >From what we
> understood Maya
> skinning (1.0, we started a long time ago), you can bind only
> 1 bone per
> vertex. Any help for this?
> Giovanni Bajo
> Lead Programmer
> Protonic Interactive
> a brand of Prograph Research S.r.l.
> > -----Original Message-----
> > From: email@example.com
> > [mailto:firstname.lastname@example.org]On
> Behalf Of Neall
> > Verheyde
> > Sent: Thursday, November 30, 2000 3:07 AM
> > To: email@example.com
> > Subject: Re: [Algorithms] Maya file format reader/writer.
> > >PS Is anyone else using maya as both their character builder,
> > animator and
> > >level design tool with no other tools (other than a few plugins)?
> > We use Maya (with huge amounts of customisation) for everything. An
> > exporter plugin is responsible for moving content out of
> Maya into our
> > internal file format. In addition, we have plugins for
> facial animation,
> > world building, effects, etc.
> > Neall Verheyde -- Technical Director, Pure3D -- Radical
> Entertainment Inc.
> > _______________________________________________
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