Hi All: I am looking for some help getting started. I am wanting to animate a polygon mesh of a human in a WPF application and I dont know where to start. I have plenty of C# and C++ experience but zero experience in working with meshes. I have a 75k face polygon mesh of a human and i am wanting to animate the mesh for a medical application. i am wondering if IRRLICHT is the tool that i would use. and if so, what would be the best way to get started with this task. your help is greatly appreciated.
Matt
Getting started
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Re: Getting started
75k polys is already a lot, but should be handleable. But does your character have animations included? Because Irrlicht is a render engine, not an animation tool. So you can play animations which are stored in the mesh. If you need to create the animations,you should use another tool first (such as blender maybe).
Re: Getting started
thank you for the reply. just a few more basic questions and i'll be on my way. we do not have animations for the mesh. we are working on a method to provide the animation from MS Kinect2. all patients will be monitored by the Kinect2 and we are currently trying to understand what is required from our software to provide animation instructions to the mesh so that the human mesh movement is synchronized with the patient movement. we currently dont know how to do this. once we solve this issue however, we are wondering if IRRLICHT is the proper tool to render our animated mesh inside our application. we have a C# WPF application and will want to display the animated character (patient) within a screen in our application so I was wondering if someone could explain how this would work with IRRLICHT. sorry again for my basic questions but i am very new to 3D rendering and animations. -Matt
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Re: Getting started
Ok, so you want to have no pre-animated meshes, but do your own algorithmic movement of the skeleton. This is indeed possible within Irrlicht, as long as your mesh is a skeletal one. Which means, it needs the underlying connection structure of parts of the mesh, and movement of connected parts. I.e., if the arm moves, the hand has to follow.
You can basically acquire the positions of the parts of the skeleton nodes from Kinect and program then into the Irrlicht mesh. Then call the animation function of the skeleton to update the actual polygons and not only the skeleton and you have the proper movement of your whole mesh. There are a few other things necessary, and I'm not the best one to ask about skeletal animation, but you should also find some examples and hints by searching for sekeltal animation and/or Kinect here on the forum.
You can basically acquire the positions of the parts of the skeleton nodes from Kinect and program then into the Irrlicht mesh. Then call the animation function of the skeleton to update the actual polygons and not only the skeleton and you have the proper movement of your whole mesh. There are a few other things necessary, and I'm not the best one to ask about skeletal animation, but you should also find some examples and hints by searching for sekeltal animation and/or Kinect here on the forum.