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Re: Some advanced(ish) bones questions
#13202
07/26/03 04:13
07/26/03 04:13
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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quote: a)In the documentation it says that you name the bone, and all of its children are rotated. Does this mean that you can somehow give bones (or joints) individual names in MED?
yes, you have to name every bone.
quote: Would you in fact create another child joint from the hip joint and then create the rest of the torso from this, and then rotate that bone? (Er, I hope you can understand what I mean... )
most models use several bones for the spine anyway so you would rotate the first spine bone.
quote: 2) Is it easier to blend animations (ie. from walk to run, from run to stand still etc) using bones than using vertex animation, or just as complicated?
the blends will look better with bone animation. if you have one pose with a stretched out leg at 90° and another with the leg at 0° and you blend between them with vertex animation, you will get strange results because the vertices get interpolated in a linear way (at 45° the leg will be very short ). with bones, just the angles of the bones get interpolated and the vertices attached to the bones will be at the correct location and move circular during the blend, like it should be...
... the problem is that it isn't possible to import bone animation into med yet. the example model does only have one animation cycle so i couldn't test the animation blending because i had no time to create more animation cycles with med yet.
quote: I use ent_animate() to set the running animation. Then how would I use ent_animate() to play the shooting animation only on the torso? Does this mean that when animating the shooting animation I should not move the legs at all? (But won't even the none-movement of the legs be registered as an animation of sorts and override the running motion)
you have to use anm_add (look in the manual) for this. the bone angles of the torso animation will be added to the base animation then. because the angles of the legs are always 0 for the legs in the torso animation (the angles of the bone binding pose are always 0 i guess), nothing will be added to the legs.
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