Toni Alatalo wrote: > On Feb 20, 2009, at 3:56 PM, Paul Fishwick wrote: > >> Thanks for these clarifications. In digging deeper, it appears that >> vertex >> animation may be done via shader reference from within a material >> > > no that's for shaders. the vertex animation can be done via shader reference from within the material. See: tutorial4.material which contains a reference to InflateVP, which references shader inflate.cg, which moves vertices (simulating "inflation"): http://artis.imag.fr/~Xavier.Decoret/resources/ogre/tutorial4.html > vertex animation is probably more similarily to > skeletal. there is the point though that at least the skel morphing can > be run on the gpu (and is by default), did you see shader references > related to that? > > well i googled now a sec and the manual says: > "Vertex animation is stored inside the .mesh file since it is tightly > linked to the vertex structure of the mesh" > http://ogre3d.org/docs/manual/manual_78.html#SEC338 > I'll check this out
> >> -p >> > > ~Toni > > >> 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 >> >> >> >> > > > > -- Dr. Paul A. Fishwick E-Mail: [email protected] Dept. of Computer & Info Phone & FAX: (352) 392-1414 Science and Engineering WWW: http://www.cise.ufl.edu/~fishwick University of Florida (PGP Key available at above WWW address) P. O. Box 116120 332 Bldg. CSE, Gainesville, FL 32611-6120 --~--~---------~--~----~------------~-------~--~----~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~----------~----~----~----~------~----~------~--~---
