Heikki Törmälä wrote:
>>> 3) Yes. It doesn't matter if the animation is skeletal or vertex.
>>>
>>>
>> Interesting. I'll try this out once I learn more about the structure of
>> the animation
>> procedure. I have used a tool that creates a .bvh file before, so what
>> you say is that
>> one can create a .bvh file for vertex movements as well?
>>
>
> No, .bvh files are not supported by rex avatar, or Ogre. If you want to
> create the animation for rex avatar, you need to use 3ds max and get the
> avatar 3ds max files from the webpage.
>
> Otherwise you can create the avatar with any 3d modelling tool that can
> export to Ogre format.
>
Yes, for the sake of using open source, I prefer Blender to Max, to which
I have no access. Blender has an OGRE mesh exporter. However, when
you say ".bvh files are not supported by rex avatar", I interpret this to
mean:
1) the uploadable .bvh files under Inventory->Animations will not work
with Rex Viewer, and
2) to create animations, one must use the ".skeleton" Animation Pack
Name under
the reX tab?
If the answer to 1 and 2 is true, what method is used to do skeletal
and vertex animation ?
It looks like it is the "Animation Pack Name" under the reX tab. The
only item that seems
to fit "Animation Pack" is an uploaded .skeleton file. Does the
.skeleton file contain the
keyframes (since .bvh is not used) and is the .skeleton file also used
for vertex animation?
-p
>
>
> >
>
--
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