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]>
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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!
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<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>&nbsp;<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>=
&nbsp;</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>&nbsp=
;</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>&nbsp;<BR>
--------<BR>
&nbsp;<BR>
Date: Wed, 14 Nov 2007 15:57:04 -0800<BR>From: "Nathan Martz" &lt;Nathan@do=
ublefine.com&gt;<BR>Subject: Re: [GD-General] Pelvis transformation during =
animation<BR>To: <A href=3D"mailto:[email protected]=
et">[email protected]</A><BR>&nbsp;<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>=

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