When we wrote our Milkshape importer and initial skin and bones system
(which was posted to this list some time ago) we did just as you suggested.
The skeleton is pulled out and separated from the animation, so that the
same animation could be used against different figures.

But one of the problems with the various Halflife formats is that the
animation relies on a reference skeleton, or a "neutral pose".  This differs
from a Character Studio -> Flexporter animation which encodes the animation
data as a replacement for the bone's rotation and translation.  The
advantage of the latter approach is it is faster to map the skin to the
bones since you don't have to unwind the neutral pose on each bone to get
the bone->vertex mapping.

We also wanted to apply the same animation to two figures which shared
similar, but different skeletons.  So for example if we broaden the
shoulders a bit in a Biped we would still want to use the same animation.
This of course is a problem if the animation data contains the skeleton
itself as replacement joints.  So we ended up supporing both types of
animations.  The next step is to turn Flexporter animations into delta
changes, which makes applying animations to different skeletons much easier.

David Yazel


-----Original Message-----
From: Kevin J. Duling [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 01, 2002 1:47 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Model Animation, (was: Re: [JAVA3D] Neverwinter Nights
model loader)


Yeah, animations are a problem.  I'm still trying to decide how I want to
handle Milkshape keyframes and present them in some sort of usable format
for developers.

I'm thinking of using a metadata file to go along with the model.  Based on
my limited experience with MD2 models, I'm guessing that breaking the
keyframe information into blocks for IDLE, JUMP, WALK, RUN, etc. will be
sufficient.  Skeletons could be shared between models (all bipeds, for
example) with one reusable behavior driven by this metadata.

Has anyone else done something similar?

----- Original Message -----
From: "Artur Biesiadowski" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 01, 2002 11:17 AM
Subject: Re: [JAVA3D] Neverwinter Nights model loader


> Robert Bergman wrote:
> > Not I, but I'd love to hear about any developments
> > people come up with in that area.
>
> Problem is with importing animations. Model itself should be quite
> simple (I mean some work, but no showstoppers). But what with animations
> ? I don't think that Loader interface gives any standard for that. Morph
> group is not a solution for skeletal system.
>
> Artur
>
>
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