I'd like for the engine to have the ability to interpolate between the meshes
to make the animation nice and smooth but I can't find any info on how to do it
(on the various open gl sites)
Any idea on where to look...(and it's it that difficult to implement)?
thanks for your time,
jw
If you want to go a step further than mesh animation the biggest hypo factor
is bone animation. It will give you namedrops such as quaternions, inverse
transforms, parametrical animation... you name it.
/Pablo
I'm not going to be programming but rather doing the meshes. Bones would be
cool but it's really not neccessary for what we plan to do... any idea/links
how to do just plain' ol model interpolation?
thanks,
jw
For plain ol model interpolation, just output a full mesh for each
animation frame. (quake stores animations with 10 fps IIRC)
How you do this with your modelling app is a whole other thing,
perhaps that is what you're asking.. if so, you're in the
wrong newsgroup.
/Marcus
http://www.swissquake.ch/chumbalum-soft/index.html
It's a very small modeller/importer/exporter for the most used game model
animation formats. You could roll your own and check out how for example how
Half-Life did their models. I'm quite sure there is a MD2 exporter for quake
2 and even an MDL exporter for quake. There are very many models in
circulation. Pick one and modify it.
/Pablo
I've used milkshape and it's pretty cool. What i'm asking about it how to code
the interpolation that smooths the transition from one say, "walk_01" mesh to
"walk_02" mesh. On the chumbalum site there's a MD2 viewer. When watching the
the model animation you toggle interpolation on and off. Without interpolation
it justs cycles throught the models embedded within the .md2. When you turn
interpolation on it smooths the animation out...kind've adds inbetween frames
on the fly...
sorry I haven't been able to explain myself better.
again thanks for your time,
jw
To quote myself
"If you have enough meshes linear interpolation should be sufficient"
Linear interpolation
0<=t<=1
v' interpolated value
va starting value
vb stop value
v'=va*(1-t)+vb*(t)
va is a vertex in mesh walk_01 lets say vertex with index 42
va=(vax,vay,vaz)
vb is a vertex in mesh walk_02 and it is also index 42
vb=(vbx,vby,vbz)
That is you interpolate on a straight line between vertex va and vertex vb.
Do this for every vertex in the mesh pair and you'll see how they walk from
one place to another in space. To get a full animation you simply do it for
every mesh pair.
At time t <MeshSamplingTime
walk_01->walk_02
At time MeshSamplingTime< t <MeshSamplingTime*2
walk_02->walk_03
I hope it is clear. There are many tutorials on this.
/Pablo
>/Pablo
Wow, thanks alot! I couldn't find any tutorials on it..
Hopefully it shouldn't be too hard to implement.
Thanks again!
jw
----------------------------------------------------------
Jeff Lander Game Technology Seminars
Darwin 3D Jan 30 - Feb 2, 2001
www.darwin3d.com www.techsem.com
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Jeff Lander Game Technology Seminars
Darwin 3D Jan 30 - Feb 2, 2001
www.darwin3d.com www.techsem.com
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