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Vladimir Shabanov wrote:
>> Yep, but that is not what I mean. I am more interested in being able to
>> control the animation procedurally (e.g. have the guy look at something,
>> animate the eyes or proper lip syncing to speech). Canned animations are
>> quite easy.
> 
> I see. You want something like ``TES4: Oblivion" characters. At the
> moment I don't even now how it was done. Was it only skeletal or some
> mix of skeletal & morphing. And how many things are must be done on
> CPU (cal3d) and how many on GPU (osgCal).

There are several ways how to do this, it is usually a mix of both
skeletal animation and morphing. Oblivion is probably using only morph
targets and canned animations.

However, the main problems are in the way how to properly control the
animation, not in how to deform the mesh - for example algorithms trying
to "lip sync" to spoken text are pretty difficult and not very reliable.
On the other hand, if you hand-design the speech and the animation to
match it works fine, but it is extremely labor intensive. Miralab has
published quite a bit on this topic. Actually, a little known part of
the MPEG4 standard includes character animation, including facial
animation based on the work of VRlab and Miralab.

> It would be good, if all such things can be done in cal3d, so osgCal
> will need minimal changes to accomodate this.

osgCal should stay as a rendering back-end only. It should have nothing
to do with procedural animation or any other high-level issues. It
should take the mesh, textures, skeleton pose and the skinning
parameters and render the body. Nothing more and nothing less.
Everything else needs to be handled on a higher level than a scene graph.

Jan
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