Re: [TuxKart-devel] Character Animation?
Status: Alpha
Brought to you by:
sjbaker
From: Steve B. <sjb...@ai...> - 2004-07-07 22:50:51
|
Ingo Ruhnke wrote: > Does anybody have some ideas on how we should handle character > animation? Should we use simple frame based animation or use bones and > keyframes, probally by using Cal3d. The Cal3d *runtime* also doesn't fit into the PLIB rendering framework at all well. Dunno about any off-line tools they might provide though. PLIB can do either frame-based, key-frame-with-interpolation or true skin/bones with either the bones being key-framed or (in principle) with the bones being driven by some external physics code. Doesn't Blender have an animation package? I thought it did. But whatever we use, I suspect the issues will all be to do with how to export animations in a way that we can load them. PLIB also has it's own bone-motion editor (called 'Exposer') which take bones modelled as line segments within a polygonal skin and lets you adjust them into different poses at points a long a time-line. It saves the animations in PLIB's "native" file format - which eliminates any issues to do with file format translation. For short/simple animation, Exposer is OK...but it's not real sophisticated. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |