Thread: [TuxKart-devel] Character Animation?
Status: Alpha
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From: Ingo R. <gr...@gm...> - 2004-07-07 15:55:43
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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. Does anybody know how doable it is to get single frames exported from blender and/or how useable the Cal3d exporter is. Webpage of the exporter[2] seems currently down. [1] http://cal3d.sourceforge.net/ [2] http://oomadness.tuxfamily.org/en/blender2cal3d/index.html -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Charles G. <ch...@ve...> - 2004-07-07 16:11:10
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On Wed, 2004-07-07 at 17:55 +0200, 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. For performance reasons I would have thought simple frame based animation would be the only thing we could consider. I know part of the idea is to update TuxKart so that it takes advantage of more modern hardware (3D cards etc), but we really don't want it to get to the point where you need a GHz machine to play it. Then again, this is a bit of an ignorant reply as I cannot atest to the performance impact of any bones/keyframes technique or Cal3d. I'm just airing my concern that PCs that are not aged but not beautifully new (Celeron 733, 256megs, GeForce2) can run TuxKart. (This is not me being selfish, I intend to upgrade in the next 3-6 months so doesn't directly affect me, but I know many people with computers of similar capability.) -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Ingo R. <gr...@gm...> - 2004-07-07 17:51:10
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Ingo Ruhnke <gr...@gm...> writes: > Webpage of the exporter[2] seems currently down. My mistake, seems like the Cal3d exporter already found its way into the latest Blender release. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Steve B. <sjb...@ai...> - 2004-07-07 22:50:51
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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----- |
From: Matze B. <ma...@br...> - 2004-07-08 15:52:06
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On Wed, 7 Jul 2004, Steve Baker wrote: > 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. Are you actually sure about that? In CrystalSpace we created a cal3d plugin relatively easily, and they also say that their API is game-engine independent. cal3d's big strength is that it has very good exporters for 3dsmax and blender (from what I've heard), along with LOD and a simple spring model for animating clothes (not sure if we really need that in tuxkart). Esp. the dynamic LOD would surely be useful for cal3d. And at least the cally demo runs very fast on my computer, so I doubt cal3d will be a speed problem. > > 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. The important question here, is if we have good importers/exporters for that? > > 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. Yep > > 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. blender's bone editing stuff seem more powerfull to me (also it's integrated with blender and not an external app) Well I wouldn't expect much different proposals from the plib author ;-) Greetings, Matze |
From: Matze B. <ma...@br...> - 2004-07-08 15:55:04
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Okay, I'd also offer my services to write the animation code. Would be nice if someone could send me a blender file with a little animation (tux bending left/right and tux throwing a banana?). I have to take a more in-depth look at what plib has to offer. I must have missed the bone code before. Greetings, Matze On Wed, 7 Jul 2004, Steve Baker wrote: > 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----- > > > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - > digital self defense, top technical experts, no vendor pitches, > unmatched networking opportunities. Visit www.blackhat.com > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > |