Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / VERY broad question

Author
Message
joelsmith
21
Years of Service
User Offline
Joined: 14th Aug 2003
Location:
Posted: 15th Aug 2003 07:18
Hello, I am an absolute beginner to 3d programming in general, more specifically DB. I'm not even sure if this question is specific enough to have even a general answer but here goes...

How do you reuse animations for different models? an example of what I mean is for instance a pro wrestling game in which moves can be assigned to wrestlers, obviously animators do not redo the same punch animation once for every wrestler model, there is just one and it is applied to different models right?

I understand the vaugness of this question and would not expect a DB specific answer, but if anyone can enlighten a bit as to how this process works I would appreciate it greatly.

Thanks in advance.
Steverino
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United States
Posted: 16th Aug 2003 06:57
What if you made one basic model, then distorted its dimensions and gave it different skins to make your various characters?

____________________________________________
Surrealist writing toy -- http://www.iconpoet.com
haXor
22
Years of Service
User Offline
Joined: 12th May 2003
Location: United States
Posted: 16th Aug 2003 19:54
What it is is that they have 1 skeleton that is used in every model. Now, this model can be animated in every move you want it to, then import it into the next wrestler. rince and repeat and you have a gang of wrestlers that can look different, but still be based off 1 skeleton and can do many a move,
~haxor

Sup Kids
Arrow
22
Years of Service
User Offline
Joined: 1st Jan 2003
Location: United States
Posted: 16th Aug 2003 20:39
What I'm wondering is when there is a size difference between models, a good example is in "Tenchu: Wrath of Heaven" when the girl uses the magic disguese spell. Those Guard models are taller than her by about a foot, the same bone skeleton couldn't be use for the two of them.

Teenage Male Geek + Female Remotly Interested in Common Geek Activities = Teenage Male Jackass
kryat
21
Years of Service
User Offline
Joined: 16th Aug 2003
Location:
Posted: 16th Aug 2003 22:41 Edited at: 17th Aug 2003 00:05
Arrow

Most, if not all, skeletal animation is done entirely through rotations. Either IK or FK based animation is going to be mostly keyframing rotations of bones around pivots, the actual length of the bones never (rarely) change.

So you are half right and half wrong. They are probably different skeletons but the same animation set.

So it doesnt really matter how tall or short the different skels are, just the rotation of each bone in comparison to the other bones in the system to get the animation. So you can use one animation set with any bone system.

Arrow
22
Years of Service
User Offline
Joined: 1st Jan 2003
Location: United States
Posted: 16th Aug 2003 22:50
Ah, I see, thank you.

Teenage Male Geek + Female Remotly Interested in Common Geek Activities = Teenage Male Jackass
haXor
22
Years of Service
User Offline
Joined: 12th May 2003
Location: United States
Posted: 17th Aug 2003 00:01
i was close

Sup Kids

Login to post a reply

Server time is: 2025-05-17 02:37:46
Your offset time is: 2025-05-17 02:37:46