Thanks for these clarifications. In digging deeper, it appears that vertex
animation may be done via shader reference from within a material
script?
-p

Toni Alatalo wrote:
> On Feb 19, 2009, at 4:56 PM, Paul Fishwick wrote:
>
>   
>> 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
>>     
> (...)
>   
>>  2) to create animations, one must use the ".skeleton" Animation Pack
>> .skeleton file contain the keyframes (since .bvh is not used) and is 
>> the .skeleton file also used
>>     
>
> yes, .skeleton is the Ogre animation format.
>
> the Blender Ogre Meshes and Animation exporter, the normal exporter 
> that you probably are using, exports always a .mesh and .material file, 
> and when the thing you are exporting is an armature (the Blender name 
> for skeleton) with animations (in Blender: actions), a .skeleton too, 
> which indeed has the animation data (every frame and not just keyframes 
> IIRC, as Ogre does not support constraints etc. similar to movie 
> animations so the animations are 'baked' upon export)
>
> bvh is just another format, at least in principle you can import it to 
> e.g. Blender to convert to the Ogre format, but you need to have a 
> compatible rig then. IIRC the Blender bvh importer actually creates a 
> bvh skel for you, but actions are reusable cross rigs so you can use 
> the imported ones with any, as long as you have the bone names 
> according to the bvh convention.
>
>   
>> for vertex animation?
>>     
>
> i don't remember how vertex animation (shape / morph keys) are, perhaps 
> in the same file.
>
>   
>> -p
>>     
>
> ~Toni
>
>
> >
>   


-- 
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


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