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A good Skeletal system/tutorial

Started by kurifu Sep 19, 2000 at 6:05 PM 9 replies 900+ views
Original Post
kurifu
kurifu
I have searched up and down the Gamedev.net site and cannot seem to find any good documentation on skeletal systems, yet alone any all together. Can anyone point me in the direction of a good tutorial or the likings? Sincerely, Kurifu Roushu -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 My PGP Signature, Locate Public key on domain server. -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 6.5.1 for non-commercial use iQA/AwUBOcbGNN42vCuvqlVSEQI2mQCglnHz5n1VcNacPQKRtSw8SAFGGWMAn1ei GyvSAwu1npdATbq3BwdhXIA1 =Vm6v -----END PGP SIGNATURE-----
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BeanDog
BeanDog
What do you guys think of an article? I''ve figured skeletal (hierarchial) animation out over the last few months in an innovative way - heavy in pointers, though.

Basically, you have a d3dobject class with a pointer to a d3dobject class (array) in it. Then each one has a matrix for its position, rotation, which are passed on down the line...

Kind of complicated to explain. And besides, dinner''s on the table. Let me know what you think.



~BenDilts( void );
kurifu
kurifu
Well it means that there will finally be an article, and like I think I have demonstated in my last posting we are in lack of articles on Skeletal systems.

i would love to see an article, and when you write it if you could email it to me that would even be better.

cliffordr@hfx.eastlink.ca

Thanks,
Kurifu Roushu

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gumball
gumball
bring on that article...
TheGecko
TheGecko
Oh please do write that article!
It would be great if you started talking about what exactly skeletal animation is and then working your way up to a fully animated single mesh human model.
BeanDog
BeanDog
OK, I''ll see what I can do, but it may be awhile.

After all, I have school, work, and everything else to contend with (including actual programming )



~BenDilts( void );
BeanDog
BeanDog
Wait a sec... What EXACTLY do you mean by single mesh? My skeletally animated creations are actually a set of meshes connected in an animated hierarchy. Of course, if you simply put the meshes a little overlapping, it would end up with the same effect as a REALLY single-mesh skeletal animation.

To do real single-mesh skeletal animation, you would have to make one large mesh, define which polygons are assigned to which bones, and go from there. What I'm doing is much simpler, but about as effective.

With the engine I've been doing, in about a few weeks I could devise a way to do what I think you're asking.

To see a demo of my engine (as seen from about a month or two ago), download www.geocities.com/benbeandogdilts/hand.zip




~BenDilts( void );

Edited by - BeanDog on September 20, 2000 3:27:24 PM
MatsG
MatsG
I have written a doc about animation with single meshes and LW5.5 bones some time ago, you could find it in Hugi16 or was it hugi17, dont remember. But I got to warn you first =) I could be pretty hard to understand because of my shity english. If it is totaly impossible to understand I could post the source code for it.

Hugi hompage: www.hugi.de

BTW I missed a sqrt in the precalc when i wrote it, another sqrt on the power of the bones would make it look exactly as in LW.



Edited by - MatsG on September 21, 2000 7:12:03 AM
TheGecko
TheGecko
Hey BeanDog,
That''s exactly what I meant by a single mesh.I was thinking of the whole skinning and stretching and stuff like that.But if you are using separate models for each individual part of the body then that''s cool too drop me and email at thegecko@gdnmail.net when you''re done with your article.I''d love to read it.
nes8bit
nes8bit
quote:
Original post by MatsG
I have written a doc about animation with single meshes and LW5.5 bones some time ago, you could find it in Hugi16 or was it hugi17, dont remember.


Where? I found both 16 and 17, but can''t find your doc. Could you supply a title or something?

---------------------------
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