Page 3 of 3
Re: Character Animation System
Posted: Mon Aug 06, 2012 7:47 pm
by Mel
On an unrelated note, colors can be many things, but in skinning, it usually means either the amount of influences a vertex has.
For instance, a red vertex is influenced by one bone, green means 2 bones, blue means 3 and so on. The tipical amount of bone influences a vertex use to have is less than 4, more is for really complex meshes, hence, it is normal to map the rgb values to the strength of the vertices, that is the most tipical way to see them.
Re: Character Animation System
Posted: Thu Aug 09, 2012 1:52 pm
by RdR
Mel wrote:On an unrelated note, colors can be many things, but in skinning, it usually means either the amount of influences a vertex has.
For instance, a red vertex is influenced by one bone, green means 2 bones, blue means 3 and so on. The tipical amount of bone influences a vertex use to have is less than 4, more is for really complex meshes, hence, it is normal to map the rgb values to the strength of the vertices, that is the most tipical way to see them.
Yes, indeed. Example below:
Small update:
- Skin fixed
- Texture fixed

Re: Character Animation System
Posted: Tue Aug 28, 2012 7:25 pm
by RdR
CAS is a now fully working animation system and integrated in some projects.
To demonstrate the library we started on a viewer application to load a character with animation(s) and skin(s).

Re: Character Animation System
Posted: Wed Aug 29, 2012 9:17 am
by Fury.
nice

Re: Character Animation System
Posted: Wed Aug 29, 2012 5:17 pm
by ACE247
Pretty Impressive! Hard to think of any suggestions, since you've already thought it out so well.
For some nicer animations I can suggest you try out some free motion capture files from the internet, I think somewhere on the Stanford University website are some from an old project. Otherwise I can only wish you good luck and I hope you can achieve what you set out for.

Re: Character Animation System
Posted: Thu Aug 30, 2012 9:45 am
by Mel
.BVH files for motion capture are text based, i think it is a sort of XML, maybe you could create a loader for them.
Re: Character Animation System
Posted: Thu Aug 30, 2012 10:20 am
by fmx
actually motion capture (file) support would be really cool
I'm not sure any of us will ever be able to use CAS in our hobby projects though
personally I'd be more than happy to pay a license for it, but work like this is rarely free
Re: Character Animation System
Posted: Tue Oct 09, 2012 11:39 am
by RdR
Haven't posted here in a while, so a small update.
Added some new features:
* Per bone scaling
* Attachment points
* Minor changes / fixes
* Extended CASViewer to show most of the important features

Re: Character Animation System
Posted: Tue Aug 06, 2013 12:43 pm
by RdR
Currenty working on Inverse Kinematics support for the animation library.
Implemented the CCD (Cyclic Coordinate Descent) algorithm:
http://youtu.be/xinNK498OxA
Still need to add constraints
Also added some new features since last time I posted:
* Procedural animation support
* Character bone attachments
* Per bone/per animation weighting
* Per bone/per animation scaling
* Event callbacks
Re: Character Animation System
Posted: Thu Aug 29, 2013 9:50 am
by RdR
Added more Inverse Kinematics support: Look at a specific target with a chain of bones
http://www.youtube.com/watch?v=xPf-yeRaLf0
Re: Character Animation System
Posted: Wed Sep 03, 2014 9:30 am
by sabotage3d
The project looks really good. Is it available open source?
Re: Character Animation System
Posted: Wed Sep 03, 2014 9:37 am
by kklouzal
Wow this is amazing, where's the GitHub link? :)
Re: Character Animation System
Posted: Thu Aug 16, 2018 4:27 am
by netpipe
poke
Re: Character Animation System
Posted: Tue Sep 25, 2018 3:21 am
by Pinic
Where can this be downloaded?