thanks Hulud
it gives me plenty to chew on! :)
can you tell me also the status of implementing IK
/ HK chains
into export and animation. ( have to love those
muscle flexing
animations ) ( picture a monters cracking knuckles
and flexing before
he tears your head off and eats it LOL
)
so for a hand bind to weapon we would have a bone
in the palm of hand and bind to that
to attach a weapon and bones poking from spine and
neck for
backpack / cloak etc and so on.
another question is setting an alpha value for an
overall character
is there an easy way to set a character so its semi
transparent
or does each material of each mesh need a color
(255,255,255,0) set
on it or something?
is there some instruction on vertex deformation in
nel? for instance
mouth eyes nose haveing an offset and deforming the
vertex to
make appearences different.
for skin color of a mesh as another question
altering the color
does this involve creating many shades of the
texture and
pikcing one or can a color (tint) be applied to a
texture or
material that will allow the white <> black
or possibly green! :p
skin of a player character.
i know these questions are diverse but i feel they
still belong to
deforming and adding of meshes so this thread is
suitable.
Andi 'Debug' Allen
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BLOCK------
Design Lead Project Talaus
Online www.neverborn.net
----- Original Message -----
Sent: Friday, March 19, 2004 4:48
PM
Subject: Re: [Nel] multipart meshes,
deforming, adding
Hi Andi,
In NeL, you can bind several meshes on the same
skeleton.
Export some body shapes (upper_body00.shape,
arms00.shape, head00.shape, legs00.shape etc..) create a skeleton instance,
create an instance for each part of the body and bind them to the skeleton
:
USkeleton *skel;
std::vector<UInstance*> instances;
... // Load skeleton and shapes
uint i;
for (i=0; i<instances.size();
i++)
{
// Attach each shape to the
skeleton
skel->bindSkin(
instances[i]);
}
If you want to deform the body, play with the
bone's scale factor :
UBone *bone;
bone->setScale(CVector
(0.75,0.75,0.75));
All your objets will be affected by the
deformation.
If you want to change the general size of your
character, change the scale of the skeleton :
USkeleton *skel;
skel->setScale(CVector
(0.75,0.75,0.75));
All your objets will be affected by the deformation too.
If you have weapons, export them in seprated shapes (gun00.shape etc..)
and stick them to a bone you have prepared in the skeleton. Here, my bone is
called "right_hand_stick_box".
// Stick the current gun in the right hand
uint rightHandStickBox = skel->getBoneIdByName
("right_hand_stick_box");
skel->stickObject(gunInstance, rightHandStickBox);
To swap a body part, just detach the old instance from the skeleton and
bind the new one.
skel->detachSkeletonSon (instanceToRemove);
skel->bindSkin (instanceToAdd);
To have perfect body part connection, the boundary vertices in the
different part must have the same position and the same skinning weight. Also,
we recommand that your different body part meshes use the same pivot point in
3dsmax.
Keep in mind you willl have better performances if you :
- minimize the number of shape used per character
- minimize the number of material used per shape - minimize the
number of bones used per shape
- minimize the number of vertices discontinuity (normal, UV and position
discontinuity) into your mesh.
The other questions regarding CLOD and MRM will be answered by Lionel
later.
I wish you a hacky weekend Andy :-)
Hld.
Heh,
thanks for your reply didn't touch on more than
1% of my questions or give any real
solutions and practices sounded cool though so
ty
the main part of this questions where about
mesh interfacing breaking up a mesh into
parts that is already bound to a skeleton then
using mesh deformation or swap
in swap out to change them.
just after some step by step
some how to's
do's and don'ts
code samples
3ds advice for creating of them
process for building
them
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