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On Tue, 3 Jan 2006, Jonathan Jones wrote:

Okay, I'd love to work on that... I'm just not sure where to start. Is
there a native VOS format? Or are we having VOS resource files in XML
that specify other file formats for the various aspects of a VOS object?

Well, loading other file formats is how we handle animated models currently, but it's a bit of a hack. What I want to do is represent the animation frames and bones in VOS directly.

What I mean by that is the different bits of data describing the 3D model animation are stored in separate property vobjects. Such as, one property describing how the bones, one property mapping echo bone to the vertices it connects to, one property storing the sequence of movements in each animation, etc. VOS has to define a packing format for the data within a single property, so I guess that's kind of a file format, but the on-disk format is irrelevant: VOS currently has at least four native ways to read/write vobjects out to disk, via the Vobject saver/loader and persistance systems.

So the first step is really just sitting down and identifying exactly what we need to know to fully describe keyframe-animated models and skeletal-animated models. This isn't too hard, someone just needs to go look at how this it is implemented in the 3D engine, and come up with a list of all the information required to initialize animation in the 3D engine. After that we come with in a design for A3DL that stores all that info, and add support to the csvosa3dl plugin.

I'd be very happy to assist if someone (sconzey :-) wants to work on this, even simply doing the research on coming back with a list of requirements ("bones must have information x, y and z, and are connected in such-and-such a way") would be a huge help.

I know that WorldBuilder have an open-source spinoff project that have a
pretty decent skeleton-based model system. It seems foolish to reinvent
the wheel.

Are you talking about Cal3D? That is the skeletal animation system best integrated into Crystal Space, so that is what we would most likely use. We just need to figure out the best way to feed data to it, and let it do the real work :-)

[   Peter Amstutz   ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED]  ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]
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