Hi Vladimir,

Does your new stuff still work with the old 3d studio max exporter?

> 2007/4/22, Jan Ciger <[EMAIL PROTECTED]>:
>> Vladimir Shabanov wrote:
>> >> - - support for facial animation (quite a big deal, actually -
>> properly
>> >> animating the face can be more complex than the rest of the body)
>> >
>> > BTW, cal3d have some morphing related classes. Do they work? And if
>> > yes, are there exporters that support morphs.
>>
>> 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).
>
>> > Hmm. Too many things to do. And I also think that cal3d needs to be
>> > redesigned for this. When there are GPUs, multi cores, some other
>> > approach needed for making this all possible.
>>
>> Cal3D was designed first and foremost for playing and blending of canned
>> key frame animations, games rarely need anything more than that. If it
>> can be redesigned to support procedural animations as special types of
>> the animation class, then many of these things could be done within the
>> existing framework e.g. grasping or procedural walk. In the end, the
>> procedural animation will still only generate postures of the skeleton
>> in the same way as a canned key frame animation.
>
> It would be good, if all such things can be done in cal3d, so osgCal
> will need minimal changes to accomodate this.
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