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Re: Physics Simulation Export from blender
[Re: ventilator]
#288772
09/08/09 14:01
09/08/09 14:01
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Thanks a bunch!  It is working now. This new notation is a great improvement to the exporter. (I didn't get how to note each frame, because "," caused an error message. Probably in the py script was an instruction, but I wasn't aware of that, until now.) I had to remove the old exporters from my blender folder first to get access to this one, though.
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Re: Physics Simulation Export from blender
[Re: ventilator]
#288773
09/08/09 14:04
09/08/09 14:04
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Joined: Apr 2008
Posts: 2,488
ratchet
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Posts: 2,488
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Ventilator : Even if you do animation by hand you can make it loop well, Just copy the first frame animation to the end of your sequence to make it loop well (with some touches perhaps) !
Some games like Guild Wars, use simple baked animations and it works well. You have to manually retouch animations sequence to avoid jerks. And they use several animation of clothes with blending ; like idle, walk , run, jump etc ... ! It's fake, but looks really good, specially if the animation use bones and if you have done some code modifying slightly the animation by orientating clothes depending on character direction and speed.
Last edited by ratchet; 09/08/09 14:06.
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Re: Physics Simulation Export from blender
[Re: ventilator]
#288780
09/08/09 14:41
09/08/09 14:41
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
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does anyone have an idea how cloth animation (for example a cape) that loops without jerks for walk and run cycles could be achieved? because otherwise using baked cloth animation for game characters is a bit useless if there are annoying jerks. You probably have to set several walk cycles after another, and then take the baked physics from a later cycle to get results where the animation is quite close in the beginning and in the end of that cycle. When you use one cycle only, then the baked physics just starts at the beginning to that cycle, what is very different to its movement within a row of walk cycles. I want to use the second half of a baked physics animation, because that looks as if I can adjust it with very few effort to get a cycling animation.
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Re: Physics Simulation Export from blender
[Re: Pappenheimer]
#288838
09/09/09 01:07
09/09/09 01:07
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
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Posts: 3,538
WA, Australia
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Wouldn't it be nice if there was a "make seamless" function which lets you define the start/end frames in a cycle and it attempts to smoothen the transition from the end into the beginning.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Physics Simulation Export from blender
[Re: JibbSmart]
#288843
09/09/09 01:35
09/09/09 01:35
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
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In MED you can create interpolated frames, but only one by one. You have to copy the first frame to the end of the animation, because it doesn't interpolate between the first and the last, but only between one frame and its follower. This is the result of my tests, nothing exciting, just a slightly moving 'carpet' or 'curtain'. cloth.mdl cloth_physics.blend
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Re: Physics Simulation Export from blender
[Re: JibbSmart]
#288845
09/09/09 02:06
09/09/09 02:06
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Joined: May 2002
Posts: 7,441
ventilator
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Senior Expert
Joined: May 2002
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Wouldn't it be nice if there was a "make seamless" function which lets you define the start/end frames in a cycle and it attempts to smoothen the transition from the end into the beginning. maybe it would be possible to write a script for that. which fades the last few frames of the previous cycle to the last few frames of the cycle you want to export. i am not sure how convincing this would look physically though.
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