Character Animation System

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Mel
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Re: Character Animation System

Post by Mel »

On an unrelated note, colors can be many things, but in skinning, it usually means either the amount of influences a vertex has.

For instance, a red vertex is influenced by one bone, green means 2 bones, blue means 3 and so on. The tipical amount of bone influences a vertex use to have is less than 4, more is for really complex meshes, hence, it is normal to map the rgb values to the strength of the vertices, that is the most tipical way to see them.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
RdR
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Re: Character Animation System

Post by RdR »

Mel wrote:On an unrelated note, colors can be many things, but in skinning, it usually means either the amount of influences a vertex has.

For instance, a red vertex is influenced by one bone, green means 2 bones, blue means 3 and so on. The tipical amount of bone influences a vertex use to have is less than 4, more is for really complex meshes, hence, it is normal to map the rgb values to the strength of the vertices, that is the most tipical way to see them.
Yes, indeed. Example below:

Image

Small update:
- Skin fixed
- Texture fixed

Image
Last edited by RdR on Thu Oct 25, 2012 1:56 pm, edited 2 times in total.
RdR
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Re: Character Animation System

Post by RdR »

CAS is a now fully working animation system and integrated in some projects.
To demonstrate the library we started on a viewer application to load a character with animation(s) and skin(s).

Image
Fury.
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Re: Character Animation System

Post by Fury. »

nice :)
ACE247
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Re: Character Animation System

Post by ACE247 »

Pretty Impressive! Hard to think of any suggestions, since you've already thought it out so well.
For some nicer animations I can suggest you try out some free motion capture files from the internet, I think somewhere on the Stanford University website are some from an old project. Otherwise I can only wish you good luck and I hope you can achieve what you set out for. :)
Mel
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Re: Character Animation System

Post by Mel »

.BVH files for motion capture are text based, i think it is a sort of XML, maybe you could create a loader for them.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
fmx

Re: Character Animation System

Post by fmx »

actually motion capture (file) support would be really cool

I'm not sure any of us will ever be able to use CAS in our hobby projects though
personally I'd be more than happy to pay a license for it, but work like this is rarely free
RdR
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Re: Character Animation System

Post by RdR »

Haven't posted here in a while, so a small update.

Added some new features:
* Per bone scaling
* Attachment points
* Minor changes / fixes
* Extended CASViewer to show most of the important features

Image
RdR
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Re: Character Animation System

Post by RdR »

Currenty working on Inverse Kinematics support for the animation library.
Implemented the CCD (Cyclic Coordinate Descent) algorithm:
http://youtu.be/xinNK498OxA

Still need to add constraints

Also added some new features since last time I posted:
* Procedural animation support
* Character bone attachments
* Per bone/per animation weighting
* Per bone/per animation scaling
* Event callbacks
RdR
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Re: Character Animation System

Post by RdR »

Added more Inverse Kinematics support: Look at a specific target with a chain of bones

http://www.youtube.com/watch?v=xPf-yeRaLf0
sabotage3d
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Re: Character Animation System

Post by sabotage3d »

The project looks really good. Is it available open source?
kklouzal
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Re: Character Animation System

Post by kklouzal »

Wow this is amazing, where's the GitHub link? :)
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netpipe
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Re: Character Animation System

Post by netpipe »

poke
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Pinic
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Re: Character Animation System

Post by Pinic »

Where can this be downloaded?
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