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Re: Help with model with separate parts.
[Re: testDummy]
#189200
03/19/08 14:18
03/19/08 14:18
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Joined: Aug 2007
Posts: 286
DestroyTheRunner
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hmm Well I dont know what is more complex. Build the model with several parts.. or calculate the deformation and then use vec_to_mesh. 
Last edited by DestroyTheRunner; 03/19/08 14:19.
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Re: Help with model with separate parts.
[Re: DestroyTheRunner]
#189201
03/21/08 01:18
03/21/08 01:18
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Joined: Oct 2004
Posts: 1,655
testDummy
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Performance is also a consideration. Simply tying two, or even three models together and using the parts as a whole is not exceedingly difficult, I think. (some 3DGS tests performed using 2 parts) However, a greater Q3 type tag simulation in 3DGS may be more difficult. I assume the simplest solution to the original question posed here (separated upper, lower movement), might not include an implementation which ties every appendage, head, pelvis, reproductive extrusion, etc. together using vec_to_mesh. In other words, interpretations vary, but the base question did not seem to hint at a solution beyond a certain level of complexity. I haven't actually played the game mentioned in the thread's initial post, so perhaps, due to a lack of qualifications, I should have left the thread be. from initial post: Quote:
...Half Life: Counter Strike... when the models/bots/players are aiming(low or high) you could notice that only the arms and head turns towards the direction(low or high). And the rest of the body stays the same.
http://developer.valvesoftware.com/wiki/Quake_Engine_Hierarchy older examples: *download example Q3 models (i.e. search ioquake, models)? *download free application, which allows viewing of Q3 models? --and playing of upper, lower, combined animations? ...or don't. (irrelevant?)
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Re: Help with model with separate parts.
[Re: testDummy]
#189202
03/21/08 16:57
03/21/08 16:57
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Well, you could still do this with vertex animation, but it would be very difficult. Basically you'd need to think of your FOV as a matrix, or a grid.
Depending on where the desired view angle is, you would have to blend your animations to the target frame on that grid.
...If needed, I can (try to) provide illustrations.
xXxGuitar511 - Programmer
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Re: Help with model with separate parts.
[Re: DestroyTheRunner]
#189204
03/25/08 17:35
03/25/08 17:35
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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FOV = Field of View Basically you'd setup an animation for, say, every 30 degrees. With a 90 degree FOV, you'd have an "imaginary" grid of views... You would create a vertex animation for every viewing direcion on the grid (49 frames). Then you would do frame blending depending on which direction you were facing along the grid. It will take some time to perfect, but it will work...
Last edited by xXxDisciple; 03/25/08 17:48.
xXxGuitar511 - Programmer
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Re: Help with model with separate parts.
[Re: xXxGuitar511]
#189205
03/25/08 17:47
03/25/08 17:47
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Joined: Aug 2007
Posts: 286
DestroyTheRunner
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Things are getting more clear now... ..hmm the image does not load  I should read in the manual a bit about Frame Blending, cause i dont know how it works. could you upload the image again? thank you 
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Re: Help with model with separate parts.
[Re: DestroyTheRunner]
#189206
03/27/08 03:44
03/27/08 03:44
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Joined: Oct 2004
Posts: 1,655
testDummy
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While I may have misinterpreted what was stated by xXxDisciple, I do see some parallels to 'past experiments'. animBlendTest refThe reference image appears to be intact, but due to the time limitations of the host used then, the example itself should have been removed automatically long ago. In the referenced example, the technique is far from 'perfected'. *animation setup may be tedious *warping may occur (possibly due to limited angle slices in example) I still have the live example. (The code snippet posted in the linked reference is inferior to that which was found in the 'live example' download.) There is a perceived external impression that I'm playing the 'helpful nuisance' role, so shortly...as you were.
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Re: Help with model with separate parts.
[Re: testDummy]
#199873
04/01/08 15:39
04/01/08 15:39
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Joined: Oct 2007
Posts: 116
sydan
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Question. Would using a trace work to allow individual weapons to lock and attach to individual characters in a game?
Answer to above: I would use vertex clipping and just convert the vertex position to a vector that the attached model uses to stick to, then let each part rotate seperately, refere to the help files to find out how to do this.
For some reason, my ambition always seems to beat my ability.
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