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Skeletal Animation

Started by Ninja2008 Apr 6, 2011 at 2:55 PM 2 replies 1.8k views
Original Post
Ninja2008
Ninja2008
Hey Guys, How you doin'..

What do you use for skeletal animations in your code???

I am using this way of parsing the .X file and reading all frames, then making animation sets, animations and key frames, then reading them during run-time (I use VC++ 2008 and Dx 9.0 summer 2004 build)...

There's another way using the D3DX functions, but I did not try it...The problem with skeletal animation is that sometimes some files might not be read by your program or even Mesh Viewer while they work fine using some animation library on XNA....so I want to know is there something better to use???I mean some library or anything that almost read anything and don't cause problems (like the one in XNA where you rmodel is drawn above all and can be used in Alpha blending)....the method I use is good, but I got some models animated with characterFX which run fine on XNA, while the "Dx Mesh Viewer" crashes when loading them...

Thanks, and I appreciate any suggestion but I want it to work with VC++ 2008 and Dx9 2004 build..
mmakrzem
mmakrzem
I use Maya to generate my skeleton and animation. I export everything out to an FBX file which I then load into a conversion program that I wrote in C++. The conversion program reads the FBX file and verifies that all the skeletal parameters are valid for my game engine and adjusts as needed. I then export my animated model to my own file format which is what I use in my OpenGL game engine.

That's the workflow that I follow, I hope this helps!
Pomnico
Pomnico
I use a plugin (written myself) for the 3DS Max that exports the model together with animations to my own mesh / animation formats. In my engine I'm loading those files, create mesh in D3D that represents this model in a basic pose. When animating, I'm counting bones position and rotation only (compared to position from the base pose) and pass it to the shader. The animation itself is made inside the shader, based on how much particular bone affects particular vertex (standard skinning).
Ninja2008
Ninja2008
Thank you guys for the replies.. : )

I kinda like to be with in the industry standards, that's why I use .X files, since I get them from websites for free since I am not a good model designer (it's boring and I hate it LOL).

I have had it with those 3D softwares that makes X files the way they want, I remember back when I used XNA, XNA couldn't run the Biped 3DS max objects....but run the CharacterFX ones very cool....

now DX mesh viewer is doing the opposite, I will stick with the Biped 3DS max models since they run very well...and yesterday I made some modifications to the skeletal animation functions and they run awesome with those models...

Thanks

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