skeletal and morph target animations

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skeletal and morph target animations

Post by Guest »

in the feature page says that the engine supports skeletal and morph target animation...this kind of animation from what type of file?

please specifiy morph target animation...i don't fully understand.
thanks in advance!
Electron
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Post by Electron »

Some fileformats hold morph animation data, some skeletal. md2 holds morph data, in other words it holds the positions of all vertices for quite a number of key frames (the engine should still do some interpolation though) skeletal formats like .x or .ms3d only hold 1 copy of the vertices. For animation they hold the positions of a skeleton and the vertex positions are computed at runtime based on the position of the skeleton.
vermeer
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Post by vermeer »

morph target animation.Surely the one called keyframed mesh interpolation...or many other names.

I suppose: you have a mesh, of an specific moment of a model (frame, or my own term : frame-mesh) which will act as mesh-keyframe. Then u have exported from your animator, also another mesh, corresponding to the following keyframe in animation (meaning full mesh as a "moment" of the whole body) The engine does iterpolate inbetween. Does a kind of iterpolation and/or morphing. I tend to prefer the idea of interpolation, as weird deforms (more if few keyframes exported) can occur the more the engine tends to "morph" at its own criteria. The more keyframe-meshes --> the more accurate to your animation art in the 3d package. But also the more disk memory, and probaly the more performance cost.

Is similar to MD2. But md2, has many issues. One of the several -and I did not mention before- is only allowed linear interpolation. While Spline interpolation is smooth, linear is not. Kind of robotic (besides is the bad shading, trembling stuff, deformation in 2k tris models, etc...even vertices limit.Though high. )

So...yep, it'd be good. But...imho bones and weights use less hd memory, and in the distant future, or not so distant, will allow access to bones, good for :collisions, mixing animations, ragdolls, etc...you always do things not cutting future paths...imho.

So, yep, imho anyway is better than md2. For the artist is also better than md3 as then you casn always modify a single OBJ frame, you have accces once "compiled the animation" , not like with md3 or md2.

Still md3 is way better than md2. Not limited in texture specs, in number of textures for md3 (md2 is only one) , no bad shading, no trembling, higher vertex limit.... quadratic spline interpolation...

But somehwat must be cool to be able to edit an isolated group of OBJs, and do once done the animation sets, like face expresions (morp target animation is ideal for this)

Some people also call it soft skinning. Mesh interpolation, morph target...whatever.

Dark Basic Pro used this type before having bones, weights. Now they're evn making rag dolls! the more advanced people, of course.

Game Studio also has this in its format MD7 or MDL7. A guy made a comecial title simply consisting in a soft skin animation of a woman dancing in a disco...Kitty something... he seems to have earned money..i looked the demo, and well, was kindda cool, quite hi poly, and sure, way many keyframe meshes to achieve that...there was not other mesh elements in scene, hehe.

3d Rad also has it. It has: hierarchy dx7 type of animation (no weights, no real bones but hierarchy links; rigid animation) , a type of animation with sucessive meshes but no interpolation, and finally, soft skin (with interpolation. Or morph target. Or mesh interpolation. Call it however)

Blitz 3d has bones and weights. But took a while till artists convinced Mark...

Any huge coemrcial game now has bones and weights..HL2, Doom3 (md5 is the format) SOme also have interpolated meshes animation, but it is not clearly the trend, and never in a AAA game, as just that type.

Yet though, dunno if this (mesh intrpolation) is doable in Irrlitch though it is listed. Neither I know if it'd need isolated X files, or OBJ files, or what. I hope is X or OBJ, in case it exists. Not personally interested in this mode, though.
Finally making games again!
http://www.konekogames.com
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

sorry, electron, I didn't see you'r post when I hit reply... :oops:
Finally making games again!
http://www.konekogames.com
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