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11991 Posts in 1587 Topics- by 3508 Members - Latest Member: NevilleKemp

26. May 2012, 07:36:10 pm
Xith3D CommunityGeneral CategoryGeneral Discussion (Moderators: Marvin Fröhlich, 'n ddrylliog)Loaders & Animations
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Walther [FDL]
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« on: 11. December 2006, 11:56:14 am »

So I'm searching for input on animating imported models, I'm using .ASE format currently. What is the best way to go - using keyframe animation like described in the .OBJ howto? Perhaps somebody has worked with character animations already and can give me a push in the right direction, don't want to reinvent the wheel.
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'n ddrylliog
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« Reply #1 on: 12. December 2006, 04:55:30 pm »

So I'm searching for input on animating imported models, I'm using .ASE format currently. What is the best way to go - using keyframe animation like described in the .OBJ howto? Perhaps somebody has worked with character animations already and can give me a push in the right direction, don't want to reinvent the wheel.
Very, very good initiative, my dear Walther.

I have worked on the character animation issue. And that's why, you lucky, you now have a great Cal3D anim loader in the Xith3D toolkit, just waiting blender-exported models (or 3DS max, or maya Smiley ).

But wait, as you may or may not know, I'm working on a massive strategy game.. and.. the original loader (in which each mesh is being computed each step) was a bit.. too slow for me.. So I created the "PrecomputedAnimatedModel" architecture, which work either when loading from lots of .OBJ files or when loading from a Cal3D model. With Cal3D you can even specify how many frames to be precalculated, and the PrecomputedAnimatedModel class extends Animatable, which means you don't even have to mind about updating it : just add it to your ExtRenderLoop.

Cool, isn't it ? Now the question remains : Where in the world do I find Cal3D models ? Well, here is an Blender export plugin : http://svn.gna.org/viewcvs/soya/trunk/soya/blender2cal3d.py?rev=134&view=markup
You have just to change a small thing in this file, though. Change :
Code:
# Set to 0 to use Cal3D binary format
XML = 1

to :

Code:
# Set to 0 to use Cal3D binary format
XML = 0

Because the Xith3D cal3D loader reads only the binary format (which is faster than the XML one).

As for 3DS max and maya exporters, please take a look at the FAQ : http://cal3d.sourceforge.net/docs/api/html/cal3dfaq.html

Well, I hope you found what you were looking for, I'll be looking forward to reading from you.  Grin
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Marvin Fröhlich
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« Reply #2 on: 12. December 2006, 07:56:34 pm »

I don't know the Precomuted loader internally, but would it be hard to implement it for ASE, too? I really have no idea, how it works, so this question might be stupid Wink.

Marvin
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'n ddrylliog
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« Reply #3 on: 12. December 2006, 08:09:56 pm »

I don't know the Precomuted loader internally, but would it be hard to implement it for ASE, too? I really have no idea, how it works, so this question might be stupid Wink.
How it works ? It works well, thank you.

For the OBJ loader it just loads all files named "YourAnim_00001", 2, 3, 4, 5 and so on until there's no more file.
For the Cal3D one it computes frames at regular timestamps of all animations and create the Animation data chunks accordingly (with start and end frame index).

If you want to implement it for ASE, you're welcome. But I don't know, which kind of animation is done with the ASE format.
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Marvin Fröhlich
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« Reply #4 on: 12. December 2006, 08:20:11 pm »

I don't know the Precomuted loader internally, but would it be hard to implement it for ASE, too? I really have no idea, how it works, so this question might be stupid Wink.
How it works ? It works well, thank you.

For the OBJ loader it just loads all files named "YourAnim_00001", 2, 3, 4, 5 and so on until there's no more file.
For the Cal3D one it computes frames at regular timestamps of all animations and create the Animation data chunks accordingly (with start and end frame index).

If you want to implement it for ASE, you're welcome. But I don't know, which kind of animation is done with the ASE format.

Ah, ok. I didn't know, the animations were loaded from files.
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Walther [FDL]
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« Reply #5 on: 13. December 2006, 12:24:34 am »

Ok thank you, I will have a look at both solutions and how to implement them best. When I'm done I'll provide some kind of demo to increase the learning curve for the people to come.
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Marvin Fröhlich
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« Reply #6 on: 13. December 2006, 12:52:14 am »

Ok thank you, I will have a look at both solutions and how to implement them best. When I'm done I'll provide some kind of demo to increase the learning curve for the people to come.

Great Smiley. Thanks.
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'n ddrylliog
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« Reply #7 on: 14. December 2006, 06:15:11 pm »

Good state of mind, congrates Walther.
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Walther [FDL]
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« Reply #8 on: 15. December 2006, 05:09:05 pm »

But wait, as you may or may not know, I'm working on a massive strategy game.. and.. the original loader (in which each mesh is being computed each step) was a bit.. too slow for me.. So I created the "PrecomputedAnimatedModel" architecture, which work either when loading from lots of .OBJ files or when loading from a Cal3D model. With Cal3D you can even specify how many frames to be precalculated, and the PrecomputedAnimatedModel class extends Animatable, which means you don't even have to mind about updating it : just add it to your ExtRenderLoop.

Weekend happy Weekend - So lets try to get that working  Smiley

Quote
Good state of mind, congrates Walther.

Haha, it's pure selfishness.  Roll Eyes Because I always like to complain how things can be explained easier for faster learning, and how people are kept on a long straw, yada yada... So I do my share and then I can feel completely righteous when doing my sermon   Grin Wink
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'n ddrylliog
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« Reply #9 on: 15. December 2006, 08:02:08 pm »

Haha, it's pure selfishness.  Roll Eyes Because I always like to complain how things can be explained easier for faster learning, and how people are kept on a long straw, yada yada... So I do my share and then I can feel completely righteous when doing my sermon   Grin Wink
Haha, it's pure selfishness.  Roll Eyes Because I always like to complain how things can be explained easier for faster learning, and how people are kept on a long straw, yada yada... So I do my share and then I can feel completely righteous when doing my sermon   Grin Wink
[/quote]
Muhhaha  Cheesy Someday we gotta make a club  Cool
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kukanani
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My game is coming along fairly smoothly...


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« Reply #10 on: 31. January 2007, 02:48:41 pm »

This tutorial is very helpful...
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xith.setCoolnessLevel(10);
jMe.setCoolnessLevel(0);
xith.rock();
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