[WF-General] Modelling stuff (sec: unclassified)
Damien.McGinnes at defence.gov.au
Mon Jul 12 21:27:30 PDT 2004
oops coders@ doesnt exist
> -----Original Message-----
> From: McGinnes, Damien
> Sent: Tuesday, 13 July 2004 14:23
> To: 'media at worldforge.org'; 'coders at worldforge.org'
> Subject: [WF-Media] Modelling stuff (sec: unclassified)
> After working on modelling for a little while there are some
> things that need to
> be implemented.
> 1. rigid mesh attachment
> 2. animation control
> mesh attachment is implemented by crystalspace and soya.
> Crystalspace uses a concept of a socket to which you link a
> Cal3d submesh
> Soya is scripted so you link a coordinate system to a bone,
> then put an object into the coordinate system
> What do we want? - apart from simplicity ;)
> simplest requirement is to hold a tool (left or right handed)
> harder is to move tool from belt to hand
> double handed things?
> what about carying a box?
> Now there are a few ways to link things to a character.
> - to a vertex, to a face, to an edge, to a bone
> the main requirement is for the linked item to move with the
> thing it is linked too.
> the differences:
> A bone can move in isolation, but a face, edge or vertex move
> based on multiple weights from multiple bones, so are a bit
> more complex - but also more flexible.
> Linking an empty to a bone is very easy in Blender
> but I'm unsure how you link to a vertex - you could create a
> mesh with the same weights as that vertex and use that to
> generate the attachment point, but its a bit convoluted
> - lets stick to bone for now.
> From the media side, the modeller should simply add some
> "empties" (thats what blender calls them - essentially a
> coordinate system with a location and orientation
> relative to their parent)
> and name them something like Att_01_RHand. The exporter
> script could dump out
> attachments: (in dodgy pseudo xml)
> <number> 01 </number>
> <name> RHandAtt </name>
> <parent> RHandBone </parent>
> <loc> x y z </loc> # relative to parent default pos
> <orientation> x y z w </orientation> #relative to parent
> default orientation
> If a tool can be held different ways, then it requires
> attachment points -
> eg a staff
> might have 4 or 5 different hand positions
> then each client needs to implement this, or extend cal3d to do it.
> 2. Animation control - better definition of mixing, sequencing etc.
> Basically requires a better configuration file and probably
> eventually - scripting, and work on the cal3d mixer
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