On May 12, 2009, at 5:51 PM, Paul Fishwick wrote:
> An existing OGRE demo is facial animation, which involves moving 
> vertices

yes, ogre has both skeletal animation and vertex animation. i think 
exporters usually support both too (i.e. you can export shape keys or 
such from an animation package).

> around locally on a mesh. Is this possible using the existing python
> API? If so,

do you mean move individual vertices using your own code? you need to 
do procedural animation, and not play back a pre-made vertex animation?

> we may try to create a few examples via the realxtend viewer by 
> starting
> with the OGRE facial animation code.

i think that demo just plays back a pre-made animation.

both are in principle possible - playing back pre-made pretty 
straightforward and i guess in the roadmap if it's not implemented yet. 
i'd say it's pretty safe to make ogre vertex anims and e.g. some own 
little python-ogre app to view them locally, assuming realxtend will 
support playing them at some point too (especially if your dept. can 
put in some dev effort to add the support ;) .. but possibly only in NG 
if it's not already implemented for current.

enabling custom code to control vertices directly is much more involved 
and there are open questions like how it would be distributed across 
the different participants etc. but i think/hope it will be possible 
with NG at some point (we have discussed direct bone control more but 
the issues are quite similar, just that with vertices you have even 
more data and i think the distribution might work by having the same 
script running in each client and some higher level data would be 
synched, if possible with the usage in case)

> -p

~Toni


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