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.

Author
Message
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 11th Oct 2010 02:23 Edited at: 21st Nov 2010 02:30
I thought I would post this even though it is in it's early stages. It isn't ready for the WIP board yet.

How it works:
I am using Enhanced Animations to extract the animation.
The editor will make a Skeletal Structure by creating bones.
The information is applied to a Skeletal Structure.

To Do:
- Another character with a different bone structure can play the animation I extracted. Effectly copying animation from one character to another.
- Another idea I had was to do this on a vertex level.
- Rag Dolls
- Blending From Physics + Animation. (Using procedural animation to get into position for playing the next animation)
- Bone Editor: Add bones to any object with or without limbs for animation and ragdollin.

ScreenShots:

What I am Demonstrating in this ScreenShot:
- Make Capsule Command
- Animation
- Joints

What I am working on: Getting it to work for Enhanced Animation Data.



What I am Demonstrating in this ScreenShot:
- Character Shop Default Data (Cleaning up the Data took forever!)
- Data Loaded Successfully.
- Save/Load Feature Finished

What I might add: 3D Lines



What I am Demonstrating in this ScreenShot:
- Default.DBO object with limbs + links
- 3D Lines

What I might add:
- Set Joint Names
- Bone Limbs
- Set Bone Names
- Scale Data



Current Problem:
There a small problem I can't seem to figure out. I have Limb Offsets and I need to calculate the Limb World Position. I played around with this for a few weeks and can't seem to figure it out.

I found somewhere on the forums:
World Position = Limb Parent Position + Limb Offset and I tried it and it didn't work.

Edit: No, using Position Limb won't work for what I am doing. I need the algorithm for future features. Thanks.

Edit: Here is the complete bone structure:



@ Mod - Can you change Thread to: Skeletal animation? It would best explain what I am actually trying to do.

I hope to get a demo up soon!

DigitalFury

Attachments

Login to view attachments
Brendy boy
18
Years of Service
User Offline
Joined: 17th Jul 2005
Location: Croatia
Posted: 11th Oct 2010 10:18 Edited at: 11th Oct 2010 10:19
Quote: "There a small problem I can't seem to figure out. I have Limb Offsets and I need to calculate the Limb World Position."

LIMB POSITION command maybe?

Neco
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Waterloo, Wisconsin USA
Posted: 11th Oct 2010 17:42 Edited at: 11th Oct 2010 17:42
I must protest.

The subject header of this thread is VERY misleading. I did not get what I was expecting!!!




(sorry...someone had to do it)

Indicium
15
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 11th Oct 2010 17:55
^Lol.

DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 12th Oct 2010 01:48 Edited at: 21st Nov 2010 02:27
@Brendy boy - The animation data is all offsets. I need to convert the offsets to world positions.

@Neco - It is your problem if you are not getting what you are expecting. :p

Animation + RagDoll though a Skeletal Bone Structure is what you should expect once I release a demo. :p

Attachments

Login to view attachments
Neco
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Waterloo, Wisconsin USA
Posted: 12th Oct 2010 01:52 Edited at: 12th Oct 2010 01:53
I heard not having a sense of humor can be fatal.

Lighten up a little...

DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 12th Oct 2010 01:56 Edited at: 12th Oct 2010 23:28
@Neco - :p I know, but should really stay on topic.
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 12th Oct 2010 23:49
Overhalling the entire demo to look more like Character Shop. Working on building a default bone structure.
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 12th Oct 2010 23:56
I'll be very impressed and happy if you can achieve what you are aiming for here. Applying the animation from one object to another with different bone structures would be very difficult...

Best of luck to you, keep it up!

TuPP3
17
Years of Service
User Offline
Joined: 26th Jan 2007
Location: [+--]FINLAND
Posted: 13th Oct 2010 15:59 Edited at: 13th Oct 2010 15:59
So this would have somewhat the same features that you have in 3ds Max to rig character? Something like 3ds Max biped?
That would be very useful, atleast for people who don't own Max.

The physics -> animation -> physics sounds very interesting, looking forward to hear more!
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 13th Oct 2010 23:41
@TuPP3 - In 3DS max I would think that vertexs are bound to each bone. This was one of my ideas to be implemented at a later time.
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 11th Nov 2010 01:03
Been quite busy. I managed to get the default bone structure data completed. I have to write a few functions to automatically adapt the default bone structure to another bone structure. This will take a while.
Todd Riggins
19
Years of Service
User Offline
Joined: 29th Oct 2004
Location: Texas, USA
Posted: 11th Nov 2010 02:01
This is Interesting! Have you thought about implementing BVH animation to this somehow? I've been meaning to utilize BVH in my upcoming projects. Having over 2500 free animations from
http://www.cgspeed.com/2010/07/cgspeed-daz-friendly-release-of-over.html
to choose from with your system would rock the house! The BVH format seems suitable for bone systems.

ExoDev.Com - A Game Development Community Website! Featuring: XBOX360 CONTROLLER LIBRARY
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 11th Nov 2010 02:31
@Todd Riggins - It is on my todo list.

Right now I writing my own bone format as a memblock. A memblock can be added to an object. (.dbo) I am just extracting animation data from one object and applying to another with a seperate bone structure.

My ToDo List:
- Default Structure
- Skeleton/Bone Editor
- RagDolls
- Read in BVH Files
- Add Bones to objects such as plants + Apply physics. = Plants with physics!

@Everyone -
Sorry, but I have been busy so there hasn't been much progress.

DigitalFury
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 18th Nov 2010 04:57 Edited at: 19th Nov 2010 22:19
Updates:

Sorry, things are progressing slowly. I finally finished the default data structure in the form of a memblock. Saved and Loaded Successfully.

What data I have so far:
- Default Joint List:

- Limb Links/Parent Data
- Default Joint Position Data

When I finish a few things I will have two files. A .dbo with the Joint Position Data and the Default Joint List with Parent Data.

What I am working on next:
- Sort Joints According by Parent, Child, Parent...
- Scale the Data to Model Loaded
- Draw 3D Lines instead of the Default Model
- Joint Snap Tool: Line up Joints to the Default Joint Strucuture
- Auto Assign: Automatically Assign Joints from the Model to the Joint Structure

Here is a screenshot:


Still haven't had much help with my problem. It would greatly help me when I get around to the animation part of this project.

Current Problem:There a small problem I can't seem to figure out. I have Limb Offsets and I need to calculate the Limb World Position. I played around with this for a few weeks and can't seem to figure it out.

I found somewhere on the forums:
World Position = Limb Parent Position + Limb Offset and I tried it and it didn't work.

Edit: No, using Position Limb won't work for what I am doing. I need the algorithm for future features. Thanks.

Thanks,

DigitalFury

Attachments

Login to view attachments
Todd Riggins
19
Years of Service
User Offline
Joined: 29th Oct 2004
Location: Texas, USA
Posted: 18th Nov 2010 05:33
Sounds like the same problem I was stuck on. Sven B shared code that does this. Here's the link:
http://forum.thegamecreators.com/?m=forum_view&t=170722&b=1&msg=2022253#m2022253

ExoDev.Com - A Game Development Community Website! Featuring: XBOX360 CONTROLLER LIBRARY
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 18th Nov 2010 09:54
@Todd Riggins - Looks complicated. I got my work cut out for me.
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 21st Nov 2010 02:35
I finally got the default.dbo object finished. It took a lot of work with all the limb positions and limb links by re-working the data like a million times. I have an object that I can now base the memblock data off of this object. I can use this object to scale and manipulate the data so it matches another bone structure. I am going to try a quick animation test to make sure that advanced animation will work with this. If it doesn't I have a lot more work to get the animation to apply to this bone structure.

ScreenShot:


Will have more information soon!

DigitalFury
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 22nd Nov 2010 22:42 Edited at: 22nd Nov 2010 22:44
Updates:

Few updates to the default bone structure:
- Outputed an Object with limbs and limb links

Working on adding bones to this object.

Enhanced Animation can't be used to copy animation. Each animation file is set to a certain OAC or object and I can't change that data. Also I can't read the OAC data so my only option is learning how the .x format works.

What I am working on now:
- Reading in .bvh files and applying to my default bone structure
- Reading/writing .x animation

I will let everyone know of anything new as I make progress.

Digitalfury
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 25th Nov 2010 21:01
I am going to put a pause on this project until next year. I am working on a small video game demo.
DigitalFury
13
Years of Service
User Offline
Joined: 30th Jul 2010
Location: United States
Posted: 4th Dec 2010 06:25
I am going to resume researching animation and ragdolls and post updates on this thread or post links to the posts.

Here is a quick demo showing how the editor would work. I am working on some auto create bone algorithms right now.

Check out my project for more details!

DigitalFury

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-04-26 22:36:23
Your offset time is: 2024-04-26 22:36:23