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

>
>
> >
>   


-- 
Paul Fishwick, PhD
Professor and Director, Digital Arts and Sciences Programs
University of Florida
Computer & Information Science and Eng. Dept.
Bldg. CSE, Room 301
P.O. Box 116120
Gainesville, FL 32611
Email: [email protected]
Phone: (352) 392-1414
Fax: (352) 392-1220
Web: http://www.cise.ufl.edu/~fishwick


--~--~---------~--~----~------------~-------~--~----~
this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
-~----------~----~----~----~------~----~------~--~---

Reply via email to