3d animated face possible?
Posted: Wed Apr 25, 2007 6:13 pm
Hey everyone =)
My name is Yanko, im a computer sciences student from Brazil, and i just got into a small game developing group on my university. I´ve been searching for quite some time now and i think Irrlicht might be the best engine for me right now. Mainly because its quite complete, and everyone´s general oppinion seems to be that it´s quite quick to get started on it. Also because i have close to no experience on C++ (i just know the very basic OO theory, and the max i could do is coating a procedural code with OO), and it seemed to me (by the code snippets) quite friendly on that area too.
So, my project right now is this: i gotta build a small chatterbot with an animated 3d face for what would be a different interface for a library search. Pretty much screwed, working on a single man team, yeah
Anyway, my plan for a "techdemo" would be
- a 3d animated face;
- a textbox for the chat;
- using AIML to build a basic bot (AIML is a markup language compliant with XML), using IrrXML to integrate it on the code;
- Integrating (somehow) the library search system we have in the university through an HTTP query, and parsing the result so i could display the results on the textbox somehow;
My problem right now is: by all that i´ve read, irrlicht´s animation system is being revised fully. But i gotta start ASAP. So, my main question right now would be: do you guys think irrlicht is usable for doing facial animations without deep code changes? If im not mistaken, i´d have to use hard-coded direct-kinematics skeletal animation, since there isnt IK systems or morphing. So, am I right about that? If i am, is there somewhere i could research to do morphing between two meshes (like we´d do on 3dMax´s "morph" plugin)? And another one, if i started coding, how big would be the changes i´d have to do on my code to attach the new animation system after it´s done?
So i ask of thee, what are your general thoughts?
Tons of questions, so thanks a lot already to those who took the time to read it all
My name is Yanko, im a computer sciences student from Brazil, and i just got into a small game developing group on my university. I´ve been searching for quite some time now and i think Irrlicht might be the best engine for me right now. Mainly because its quite complete, and everyone´s general oppinion seems to be that it´s quite quick to get started on it. Also because i have close to no experience on C++ (i just know the very basic OO theory, and the max i could do is coating a procedural code with OO), and it seemed to me (by the code snippets) quite friendly on that area too.
So, my project right now is this: i gotta build a small chatterbot with an animated 3d face for what would be a different interface for a library search. Pretty much screwed, working on a single man team, yeah
Anyway, my plan for a "techdemo" would be
- a 3d animated face;
- a textbox for the chat;
- using AIML to build a basic bot (AIML is a markup language compliant with XML), using IrrXML to integrate it on the code;
- Integrating (somehow) the library search system we have in the university through an HTTP query, and parsing the result so i could display the results on the textbox somehow;
My problem right now is: by all that i´ve read, irrlicht´s animation system is being revised fully. But i gotta start ASAP. So, my main question right now would be: do you guys think irrlicht is usable for doing facial animations without deep code changes? If im not mistaken, i´d have to use hard-coded direct-kinematics skeletal animation, since there isnt IK systems or morphing. So, am I right about that? If i am, is there somewhere i could research to do morphing between two meshes (like we´d do on 3dMax´s "morph" plugin)? And another one, if i started coding, how big would be the changes i´d have to do on my code to attach the new animation system after it´s done?
So i ask of thee, what are your general thoughts?
Tons of questions, so thanks a lot already to those who took the time to read it all