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


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