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Thread: Skeletal Animation Anyone?

  1. #1
    Junior Member Newbie
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    Skeletal Animation Anyone?

    I've never gotten very far with skeletal animation because i don't have the patience to find the tools for creating (or documents for loading) a bone structure and it's associated animations/poses.

    Everything I have looked at so far doesn't seem to work the way I would expect. I know I could write my own bone creator and poser, but that seems like such a waste of time ...

    The question is, for those of you with familiarity about the subject, what tools would you recommend for setting up skeletons and skeletal poses?

    If it helps any, I typically use Lightwave for modeling.

    Thanks!

  2. #2
    Member Regular Contributor
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    Re: Skeletal Animation Anyone?

    you could take a look at d3's md5mesh/md5anim file formats. google for sample code

  3. #3
    Intern Newbie
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    Re: Skeletal Animation Anyone?

    Don't use Maya. I have.

    O_o

  4. #4
    Senior Member OpenGL Guru
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    Re: Skeletal Animation Anyone?

    You mean the FBX file format? Yeah, that's the most terrible file-format / SDK i have ever worked with. Tried to do skeletal animation with it, too. I have never gotten all the bone data out of it, so i gave up. FBX might be well structured, but a structure without _helpful_ documentation is worth ****.

    The Doom 3 stuff is certainly a good starting point. Maybe you could also try Collada. It's a bit complicated, but ok. If you try it, i advise you to do use Feeling Software's importer. Parsing the files on your own is much work.

    Jan.
    GLIM - Immediate Mode Emulation for GL3

  5. #5
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    Re: Skeletal Animation Anyone?

    I use collada as the main fileformat for geometry and animation.
    Works fairly well, the amount of freedom this format supports is a bit confusing at first, but as soon as you understand the basic design-ideas it gets much more transparent.

    I used the "official" low-level API for collada because the libraries from feelingsoftware don't compile on Linux.

    I used maya for bones too, their solver seems to be horribly unprecise when it comes to IK. Sometimes my bones started to "swim" or "float" in a range of [-0.3, 0.3] around the position where they were supposed to be.

  6. #6
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    Re: Skeletal Animation Anyone?

    Originally posted by namespace:
    I used maya for bones too, their solver seems to be horribly unprecise when it comes to IK. Sometimes my bones started to "swim" or "float" in a range of [-0.3, 0.3] around the position where they were supposed to be.
    For real?! 8-O That's insane (unless you were 2^23, take or leave a few orders, units from 0.0, which I dubt)! I thought Maya was supposed to be very solid!

    Was this a version pre or post Adobe?

  7. #7

    Re: Skeletal Animation Anyone?

    I suppose you mean pre or post autodesk
    Virtual Reality: Insideo

  8. #8
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    Re: Skeletal Animation Anyone?

    It was Maya 8, dunno if thats pre or post.

  9. #9
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    Re: Skeletal Animation Anyone?

    Originally posted by namespace:
    I used the "official" low-level API for collada because the libraries from feelingsoftware don't compile on Linux.
    What
    You need to write a single Makefile and the FCollada just compiles fine under Linux. Still that's a shame they do not provide it, I do agree.

    I think the following one should do the trick:
    Code :
    CC=g++
    CXXFLAGS=-DLINUX -MD -fPIC -I. -I/usr/include/libxml2
    LDFLAFS=-lxml2
     
    all: listcpp
    	make -j 8 FCollada
     
    FCollada: OBJS
    	ar -cq libFCollada.a $(OBJS)
     
    listcpp:
    	printf "OBJS=" > listcpp.inc
    	for i in `find . -name "*.cpp"`; do printf " $$i" ; done | sed -e 's/\.cpp/\.o/g' -e "s/\.\/FColladaTest[A-Za-z\.\/]*//g"  >> listcpp.inc
     
    -include listcpp.inc
    -include *d */*d
     
    OBJS: $(OBJS)
     
    clean:
    	find . -type f -name '*.o' -exec rm {} \;

  10. #10
    Intern Contributor
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    Re: Skeletal Animation Anyone?

    Originally posted by tfpsly:
    You need to write a single Makefile and the FCollada just compiles fine under Linux.
    Maybe it does so now, I made the switch to collada over a year
    ago and back then it was a mess. I used a auto-generated sconsfile for compilation which does exactly the same as your makefile.

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