hi everyone, in regard to GSoC this year,
I am very interested in creating a new animation engine for crystal space with physical simulation integration. in brief i propose: A unification of collision and dynamic systems in crystal space A simple, intuitive and easy to use interface for creating physical objects Use of a 3rd party ( ODE and/or bullet ) to provide the physical simulation A utility library for interacting with the physics simulation (bounding volume testing, ray-casting, etc ) A robust skeletal animation system ( use of skeletal animations still allowed so new method not mandatory ) skeletal animation to be fully featured including blending, etc. A hybrid skeletal-muscle based system based on Euphoria ( see http://www.naturalmotion.com/euphoria.htm ) animations created from joint forces on physically simulated skeleton rather than interpolation between key frames objective and action based animations ( animations can be built from different components to form complex animations quickly and easily ) layer based animation systems ( to combine animation components and animations modifiers[see below] ) animation modifiers ( modifiers can be applied on the animation layer stack to simulate different movement types, for example: crippled limb, damaged or disabled joint, twitching, etc ) rag doll animation joint constraints accepts forces into physical systems ( example: a collision with a force will be reacted to ) animation intelligence system to meet complex objectives ( for example, altering pose to counter any forces, for example leaning into a gusting wind or stumbling to avoid being knocked over ) relative animation systems( ie pick up action can realistically move hand to an objects position, regardless of its relative position to the player as long as it is within reach, same for pressing a switch, grabbing another animated objects hand, etc ) editor for configuring joint constraints and muscle systems, creating actions, etc simple and intuitive programming interface why: Animation systems for games are becoming rapidly dated in terms of ability and extensibility and are incompatible with the physical simulation systems that are becoming a basic feature of modern games. The process of creating animations has remained unchanged and their tools unmodified. Libraries such as Euphoria propose a new method but lack the confidence and collective creativity which an open source project can deliver. Animations driven by actions and states, based upon musculature systems to offer physical system integration, interactivity and greater visual believability can also be faster to develop and give more realistic results in less time. Each step and feature described is vital to integrating real time physics with animation and delivering modern animation that can meet the requirements of interactability in todays games. thanks for reading, dan
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