On Feb 20, 2009, at 6:59 PM, Paul Fishwick wrote: > tutorial4.material which contains a reference to InflateVP, which > references shader inflate.cg, which moves vertices (simulating > "inflation"):
that sounds like a 'procedural vertex animation', a 'geometry shader'(?) or something like that (people often talk of shaders when mean just a program running on the gpu) that can inflate any mesh. so a function, piece of code, not animation data. what i was referring to was pre-made animations, that only work with the specific mesh that they were made for (e.g. a face turning to smile). ~Toni > 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/ -~----------~----~----~----~------~----~------~--~---
