Pelvis transformation during animation
pontus birgersson <[email protected]> Wed, 14 Nov 2007 23:31:35 +0000
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
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Hi,
=20
I have encountered an issue that has been a hassle for my current game proj=
ect as well as for previous ones and I'd like to hear your take on it.
=20
The issue surrounds transforming i.e. rotating and translating the pelvis j=
oint during animation. We are creating a fighting game where our artists wo=
uld like to be able to translate and rotate the entire character in a non-l=
inear fashion for some animation (say an attack where the character turns a=
round and moves forward).
=20
My first approach to this was to let the transformation be part of pelvis b=
ut this causes an issue due to hardware skinning since the world position a=
nd orientation in game logic won't incorporate that particular transformati=
on seeing as how it is added in the vertex shader.
=20
Next I tried to extract the transformations into separate rotations and tra=
nsformations for each key frame and just add the difference between key fra=
mes to world position and orientation. This solution was flawed because it =
also extracts the pelvis translation on the Y axis and adds that, making th=
e character float upwards. I guess I could keep working on this solution bu=
t it seems as a bad way to go, do you guys have a better idea or perhaps a =
standardized way to do this?
=20
Regards,
=20
Pontus Birgersson=20
Shortfuse entertainment
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<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
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namespace prefix =3D o ns =3D "urn:schemas-microsoft-com:office:office" /><=
o:p></o:p></SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB"> <o:=
p></o:p></SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB">I have en=
countered an issue that has been a hassle for my current game project as we=
ll as for previous ones and I'd like to hear your take on it.<o:p></o:p></S=
PAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB"> <o:=
p></o:p></SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB">The issue=
surrounds transforming i.e. rotating and translating the pelvis joint duri=
ng animation. We are creating a fighting game where our artists would like =
to be able to translate and rotate the entire character in a non-linear fas=
hion for some animation (say an attack where the character turns around and=
moves forward).<o:p></o:p></SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB"> <o:=
p></o:p></SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB">My first =
approach to this was to let the transformation be part of pelvis but this c=
auses an issue due to hardware skinning since the world position and orient=
ation in game logic won't incorporate that particular transformation seeing=
as how it is added in the vertex shader.<o:p></o:p></SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB"> <o:=
p></o:p></SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB">Next I tr=
ied to extract the transformations into separate rotations and transformati=
ons for each key frame and just add the difference between key frames to wo=
rld position and orientation. This solution was flawed because it also extr=
acts the pelvis translation on the Y axis and adds that, making the charact=
er float upwards. I guess I could keep working on this solution but it seem=
s as a bad way to go, do you guys have a better idea or perhaps a standardi=
zed way to do this?</SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB"><o:p></o:=
p></SPAN> </P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB">Regards,<=
/SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB"><o:p></o:=
p></SPAN> </P>
<P style=3D"BACKGROUND: white"><?xml:namespace prefix =3D st1 ns =3D "urn:s=
chemas-microsoft-com:office:smarttags" /><st1:country-region w:st=3D"on"><s=
t1:place w:st=3D"on"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt; COLOR: #=
444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB">Pontus</SPAN></st1:=
place></st1:country-region><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt; CO=
LOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB"> Birgersson <=
o:p></o:p></SPAN></P>
<P style=3D"BACKGROUND: white"><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt=
; COLOR: #444444; FONT-FAMILY: Verdana; mso-ansi-language: EN-GB">Shortfuse=
entertainment</SPAN></P><br /><hr />Express yourself instantly with MSN Me=
ssenger! <a href=3D'http://clk.atdmt.com/AVE/go/onm00200471ave/direct/01/' =
target=3D'_new'>MSN Messenger</a></body>
</html>=
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