Re: Pelvis transformation during animation
pontus birgersson <[email protected]> Thu, 15 Nov 2007 00:11:58 +0000
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
--===============0493428164== Content-Type: multipart/alternative; boundary="_d56cdc7b-e6b5-47be-9aca-94e3d5a70ee4_" --_d56cdc7b-e6b5-47be-9aca-94e3d5a70ee4_ Content-Type: text/plain; charset="Windows-1252" Content-Transfer-Encoding: quoted-printable Thanks for the quick reply! =20 This sounds very interesting; I=92ll be trying this out tomorrow. We actual= ly created a tool for the artists just so they could do this extra translat= ion and rotation separately, it never occurred to me that you could just ad= d another joint above the pelvis in the hierarchy. So you just let them dea= l with the rotations and translations in their 3D software? =20 Regards, =20 Pontus Birgersson Shortfuse Entertainment =20 -------- =20 Date: Wed, 14 Nov 2007 15:57:04 -0800From: "Nathan Martz" <Nathan@doublefin= e.com>Subject: Re: [GD-General] Pelvis transformation during animationTo: g= [email protected] It sounds like you are trying to = both drive the character's game/logicalposition by movement of the root joi= nt and also to use it to skin/deformthe characters. I would suggest that yo= u use different joints for eachpurpose. In our engine, we have a joint that= we call the delta-transthat indicates the character's position and rotatio= n deltas for eachframe. That has a child that we call the "Root" joint whic= h is thebasemost deforming joint. At munge time (after export but before th= egame gets it) we extract data from the delta-trans and then strip thatjoin= t out of the skeleton. So, in this kind of situation, something likea backf= lip might simply translate the delta-trans backwards a bit whilethe root an= d other joints are doing all manner of spins and translation.I believe that= 's pretty much how most people do root motion, and aGoogle search for "root= motion" will probably turn up some good info. _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/= --_d56cdc7b-e6b5-47be-9aca-94e3d5a70ee4_ Content-Type: text/html; charset="Windows-1252" Content-Transfer-Encoding: quoted-printable <html> <head> <style> .hmmessage P { margin:0px; padding:0px } body.hmmessage { FONT-SIZE: 10pt; FONT-FAMILY:Tahoma } </style> </head> <body class=3D'hmmessage'> <FONT face=3D"Times New Roman, Times, Serif" size=3D3>Thanks for the quick = reply!</FONT><BR> <FONT face=3D"Times New Roman, Times, Serif" size=3D3></FONT> <BR> <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"><FONT fac= e=3D"Times New Roman, Times, Serif" size=3D3>This sounds very interesting; = I=92ll be trying this out tomorrow. We actually created a tool for the arti= sts just so they could do this extra translation and rotation separately, i= t never occurred to me that you could just add another joint above the pelv= is in the hierarchy. So you just let them deal with the rotations and trans= lations in their 3D software?</FONT></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"><FONT fac= e=3D"Times New Roman, Times, Serif" size=3D3><?xml:namespace prefix =3D o n= s =3D "urn:schemas-microsoft-com:office:office" /><o:p></o:p></FONT></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"><FONT fac= e=3D"Times New Roman, Times, Serif" size=3D3>Regards,</FONT></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"><FONT fac= e=3D"Times New Roman, Times, Serif" size=3D3><o:p></o:p></FONT></SPAN> = ;</P> <P style=3D"BACKGROUND: white"><FONT size=3D3><FONT face=3D"Times New Roman= , Times, Serif"><?xml:namespace prefix =3D st1 ns =3D "urn:schemas-microsof= t-com:office:smarttags" /><st1:country-region w:st=3D"on"><st1: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:c= ountry-region><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt; COLOR: #444444;= FONT-FAMILY: Verdana; mso-ansi-language: EN-GB"> Birgersson</SPAN></FONT><= /FONT></P> <P style=3D"BACKGROUND: white"><FONT face=3D"Times New Roman, Times, Serif"= size=3D3><SPAN lang=3DEN-GB style=3D"FONT-SIZE: 8.5pt; COLOR: #444444; FON= T-FAMILY: Verdana; mso-ansi-language: EN-GB">Shortfuse Entertainment</SPAN>= </FONT></P> <P> <BR> --------<BR> <BR> Date: Wed, 14 Nov 2007 15:57:04 -0800<BR>From: "Nathan Martz" <Nathan@do= ublefine.com><BR>Subject: Re: [GD-General] Pelvis transformation during = animation<BR>To: <A href=3D"mailto:[email protected]= et">[email protected]</A><BR> <BR>It sounds l= ike you are trying to both drive the character's game/logical<BR>position b= y movement of the root joint and also to use it to skin/deform<BR>the chara= cters. I would suggest that you use different joints for each<BR>purpose. I= n our engine, we have a joint that we call the delta-trans<BR>that indicate= s the character's position and rotation deltas for each<BR>frame. That has = a child that we call the "Root" joint which is the<BR>basemost deforming jo= int. At munge time (after export but before the<BR>game gets it) we extract= data from the delta-trans and then strip that<BR>joint out of the skeleton= . So, in this kind of situation, something like<BR>a backflip might simply = translate the delta-trans backwards a bit while<BR>the root and other joint= s are doing all manner of spins and translation.<BR>I believe that's pretty= much how most people do root motion, and a<BR>Google search for "root moti= on" will probably turn up some good info.<BR></P><br /><hr />Express yourse= lf instantly with MSN Messenger! <a href=3D'http://clk.atdmt.com/AVE/go/onm= 00200471ave/direct/01/' target=3D'_new'>MSN Messenger</a></body> </html>= --_d56cdc7b-e6b5-47be-9aca-94e3d5a70ee4_-- --===============0493428164== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ --===============0493428164== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 --===============0493428164==--