On Sun, Mar 29, 2009 at 11:46 PM, Reza Ferrydiansyah
<[email protected]> wrote:
> Thanks Jorrit,
>
> I've taken a look at the source code. I see the plgmeshanim project
> (I'm using VC8). I'm asuming that's what you mean. Although I wonder
> whether plgmeshskelanim2 would be more appropriate. This actually
> links an animated skeleton to the mesh, and it would be easier to do
> IK on a skeleton (instead of just a mesh).

meshanim is the one you should use. The other one is obsolete and will
be removed in the future. Animesh also links an animated skeleton the
mesh as far as I know. But I think Marten can better answer this when he's
back.

> btw. I'm sorry I'm writing this here. I actually looked for the
> crystal-develop list. However all I can find is the crystal-main list.
> Is there a separate development list or is it in one? can anyone give
> me a link to subscribe to the develop list?

You can find all CS lists here:

https://sourceforge.net/mail/?group_id=649

Greetings,

>
> On Thu, Mar 26, 2009 at 4:53 AM, Jorrit Tyberghein
> <[email protected]> wrote:
>> We don't have IK yet so adding this might be a good project. I
>> recommend you take a look at the Crystal Space 1.9 source code and
>> look at the animesh plugin. This is our best skeletal animated mesh
>> and if you want to add IK it should be to that or at least work with
>> that.
>>
>> Greetings,
>>
>> On Tue, Mar 24, 2009 at 3:13 PM, Reza Ferrydiansyah <[email protected]> 
>> wrote:
>>> Hi all,
>>>
>>> My name is Reza. I am a computer science graduate student currently
>>> doing research on graphics and animation. I'm interested in doing the
>>> GSOC for crystal space. I've taken a look at your ideas list, and i've
>>> also downloaded the svn copy of the Crystal Space code and taken a
>>> look at the documentation.
>>>
>>> Anyway, I'm interested in doing the Inverse Kinematics. I realize that
>>> this idea is actually placed on your 07 list (previous years ideas). I
>>> was wondering whether you already have that in place yet? I've looked
>>> at the code and I see that you do have support for skeletal animation.
>>> But I haven't found anything for inverse kinematics. If it's already
>>> there, can someone point me to the right direction?
>>>
>>> If there is no IK implementation yet, what I'd like to do is create
>>> one based on the existing skeletal code. Basically,  a set of
>>> functions would be for entering the various constraints. I would also
>>> have function that would calculate a set of keyframes that would take
>>> a current skeleton at a certain position to one that meets such
>>> constraints.
>>>
>>> Please let me know if this is a feasible idea. Or if it's already
>>> done. Or if it's too simple. Or other critiques.
>>> Thanks for your help
>>>
>>> --
>>> Reza Ferrydiansyah
>>> http://www.mapdaze.com
>>>
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>>
>>
>>
>> --
>> Project Manager of Crystal Space (http://www.crystalspace3d.org)
>> and CEL (http://cel.crystalspace3d.org)
>> Support Crystal Space. Donate at
>> https://sourceforge.net/donate/index.php?group_id=649
>> Personal page: http://users.telenet.be/jorritTyberghein/
>>
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>
>
>
> --
> --
> Reza Ferrydiansyah
> http://www.informatika.org/~reza
> http://reza.ferrydiansyah.com
> http://www.mapdaze.com
>
> ------------------------------------------------------------------------------
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> Unsubscribe: 
> mailto:[email protected]?subject=unsubscribe
>



-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Personal page: http://users.telenet.be/jorritTyberghein/

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