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Re: Help with model with separate parts. [Re: testDummy] #189200
03/19/08 14:18
03/19/08 14:18
Joined: Aug 2007
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DestroyTheRunner Offline OP
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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.
Re: Help with model with separate parts. [Re: DestroyTheRunner] #189201
03/21/08 01:18
03/21/08 01:18
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testDummy Offline
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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?)

Re: Help with model with separate parts. [Re: testDummy] #189202
03/21/08 16:57
03/21/08 16:57
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xXxGuitar511 Offline
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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
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Re: Help with model with separate parts. [Re: xXxGuitar511] #189203
03/25/08 15:08
03/25/08 15:08
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Posts: 286
DestroyTheRunner Offline OP
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@testdummy
it doesnt have to be exactly as the game mentioned before. but anything similar, or just imagine yourself for an example aiming a gun in 45 degrees. my model should look like that. lol

@xxx

Well if you could provide illustrations I aprecciate.
and im not familiarized with FOV abreviation.

thanks

Re: Help with model with separate parts. [Re: DestroyTheRunner] #189204
03/25/08 17:35
03/25/08 17:35
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xXxGuitar511 Offline
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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
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Re: Help with model with separate parts. [Re: xXxGuitar511] #189205
03/25/08 17:47
03/25/08 17:47
Joined: Aug 2007
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DestroyTheRunner Offline OP
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DestroyTheRunner  Offline OP
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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

Re: Help with model with separate parts. [Re: DestroyTheRunner] #189206
03/27/08 03:44
03/27/08 03:44
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testDummy Offline
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While I may have misinterpreted what was stated by xXxDisciple, I do see some parallels to 'past experiments'.
animBlendTest ref
The 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.



Re: Help with model with separate parts. [Re: testDummy] #199581
03/31/08 13:02
03/31/08 13:02
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DestroyTheRunner Offline OP
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sorry dummy
i havent the time to teste it yet, im doing a lot of stuff at the same time. so ill check asap.
thanks

Re: Help with model with separate parts. [Re: testDummy] #199873
04/01/08 15:39
04/01/08 15:39
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sydan Offline
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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.
Re: Help with model with separate parts. [Re: sydan] #200084
04/02/08 13:53
04/02/08 13:53
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testDummy Offline
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@sydan
I believe I understand some of what you stated, however:
What is vertex clipping?
Refer to what help files?
(We probably don't have the latest help files for the latest 3DGS versions here.)
Are Euler angle errors important?

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