hi David,
> Interestingly enough I posted this same request for design review to
> Gamedev.net, Flipcode.com and Javagaming.org. Only the people at flipcode
> responded with some good questions and comments. It just cracks me up
that
> there are 62591 posts in the general 3d programming forum on Gamedev, with
> 100+ posts in threads like "Why is John Carmack so smart?" or "How do I
> build a quake game?" or "nVidea sucks".
> Actually the gamedev.net forums are usually pretty good, but there is a
lot
> of useless stuff in there too.
you got it. some time ago the www.lionhead.com:8080 board was also pretty
good, but IMHO the level is on almost all boards pleases.. =(
> But zero responses to my post :)
do i, really ?
well. let's go back to topic
it is an also really interesting one for me, because i got a summer-project
at my university dealing with virtual characters..
my must-be-list:
1. skeletal animation based on several bones (i guess we have the same
architecture cause i also got a sum of 21 )
2. morphs for facial animation, .. (so only the head part supporting morphs
should be suffiecient, but more flexibilty is never a bad thing)
3. easy way to get the required data from a modelling studio
>2. Animation information is generated using Character Studio with IK
>solving. Animation is a series of quaterion rotations applied to a nested
>hierarchy of bones.
we - me and the other guy(graphic artist) on the project - will also use
3DSMAX + Character Studio - our prof. has just ordered the latest version an
i can't wait to play with it =)
so till now i have no real experiance with that programm, i only konw the
3ds. format well and this is really bad for anmimation so i think you are
using your own or a common available exporter (e.g.
http://www.codercorner.com/Flexporter.htm) for the Biped stuff,...?
and if i understand right: your system doesn't support IK, you only use IK
solving in the Character Studio. so you can't tell your avatar to access
objects which are reachable.. No ? - so please tell a bit more how that
works.
>5. Transitions from one animation to another are done by calculating
>parallel sets of joint rotations for that time state and blending them on
>each part of the quaterion vector over a set amount of time, say 500-700ms.
this also sounds very nice, because i only thought about animation-states in
one you have to the possibilty go continue with a legal one..
so havent't only played a little with such stuff (and readed articles) i
already have some ideas, but neither tested nor implemented...but if you
like i could share some more details on the way i will probabaly use
Skeletall Animation and IK...
greetings
Michael Nischt
E-Mail: [EMAIL PROTECTED]
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