Skeletal animation support

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jonaspm
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Skeletal animation support

Post by jonaspm » Fri Dec 07, 2012 2:49 pm

Dont have enough time to explain, but check this out

http://code.google.com/p/glsnewton/down ... r&can=2&q=

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jph_wacheski
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Post by jph_wacheski » Sat Dec 08, 2012 2:39 pm

nice stuff,. I hope to see some of this integrated into zge at some point.

Although, if we did have animated skeletal meshes, I would loose so much game-dev time building meshes and animations,. . lolz.

Suppose there are ready-made free ones floating around,. .
iterationGAMES.com

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Kjell
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Post by Kjell » Sat Dec 08, 2012 8:35 pm

:?

Should be build-in yea. But in case you don't want to wait you could script this yourself. Be prepared for some serious headaches though ..

- The .3ds format doesn't support bones & weights¹, so you need to "roll" your own exporter / importer.
- The Mesh component doesn't support custom attributes, so upload your mesh using pure OpenGL.
- The Shader component doesn't support uniform matrix arrays², so .. again pure OpenGL to the rescue.
- There's no matrix variable type & math available in ZGE, so you need to do this using arrays & functions yourself.
- Arrays cannot be referenced / passed as argument³, so writing a isolated library is virtually impossible.

¹ Although you can bake your weights as vertex colors if you're using only 2 bones per vertex.
² It used to actually, but Ville removed it in favor of a sampler based solution.
³ Nor can you access Model-defined arrays ( this is a known bug ).

Image

*Quick & ugly rig + ultra low-color to keep the file-size down.

K

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jonaspm
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Post by jonaspm » Sun Dec 16, 2012 7:11 am

what do you think about this?
http://assimp.sourceforge.net/

Can it be used in ZGE?

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