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Bone blending #307182
01/27/10 17:30
01/27/10 17:30
Joined: Oct 2005
Posts: 57
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picoder Offline OP
Junior Member
picoder  Offline OP
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Joined: Oct 2005
Posts: 57
Hi,

* ent_blend function works only for "my" entity. If you add Entity parameter to this function, we can use it for other entities.
Code:
ent_blend (ENTITY* entity, STRING* scene, var anim_percent, var blend_percent);



* When ent_blendpose function interpolates between 2 different bones pose, it use only vertex positions of mesh.
Optionally, ent_blendpose can use bones angles rather than vertex positions for blending. Because, it might cause some problems.

For example, I attached a sword to hand bone of my character. (by vec_for_bone and ang_for_bone functions)
When I use ent_animate function for my character, sword moves always in hand of my character.
But when I use ent_blendpose function, sword doesn't move exactly in hand of my character.

Thanks

Re: Bone blending [Re: picoder] #307183
01/27/10 17:33
01/27/10 17:33
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
For the first, i already mentioned that, but my response was:

set the entity to me.*

for the other, don't kmow

Re: Bone blending [Re: Rei_Ayanami] #307344
01/28/10 17:10
01/28/10 17:10
Joined: Jul 2000
Posts: 28,093
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,093
Frankfurt
The first wish can be easily fulfilled, the second is not so easy.

Bones are not angles but transformation matrices. They interpolate linear, not along a curved line. There are mathematical tricks for overcoming this, but they only work when bones don't have any scaling or translation. In short, it would be a lot of work with many restrictions and has to wait for a future engine version.

Re: Bone blending [Re: jcl] #307360
01/28/10 18:41
01/28/10 18:41
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
that first one would be nice.
But how does that handle with external animations from a different file?
anything on that, because last time i tried (a quick test, so i might've done wrong as well) that didnt work with the current ent_blend.
Maybe we need an ent_blendfrom as well?

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Bone blending [Re: Helghast] #307424
01/29/10 08:10
01/29/10 08:10
Joined: Jul 2000
Posts: 28,093
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,093
Frankfurt
The function will be named ent_blendframe and will use two entity pointers for the animation target and source.

Re: Bone blending [Re: jcl] #308488
02/03/10 13:28
02/03/10 13:28
Joined: Oct 2005
Posts: 57
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picoder Offline OP
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picoder  Offline OP
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Joined: Oct 2005
Posts: 57
Thanks jcl for this quick update


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