Character Animation using Character Studio based models.

Character Animation using Character Studio based models.

Post by Rob Broo » Wed, 09 Sep 1998 04:00:00



Hi,

I was wondering whether anyone here has any game programming
experience using data from 3dsmax with respect to Character Studio.

In short I'm looking for a way of storing heirarchied animation in the
smallest possible space.

As far as I can tell it is impossible to extract meaningful keyframe
data from max when an animation uses Biped as it's using customised IK
controllers.

The solution i've come up with involves storing quaternion and
translate parameters for each node of the character for every frame of
the animation. This is currently falling woefully short of my target
as far as memory constraints are concerned, even when quantized and
bitpacked.

Has anyone here had to tackle this problem before while programming a
3d fighting game for a console ( for example ;) )

Cheers for reading and big thanks in advance if you reply.

Ta,

RB.

 
 
 

Character Animation using Character Studio based models.

Post by Metro » Wed, 09 Sep 1998 04:00:00



> The solution i've come up with involves storing quaternion and
> translate parameters for each node of the character for every frame of
> the animation. This is currently falling woefully short of my target
> as far as memory constraints are concerned, even when quantized and
> bitpacked.

Hi,
what you could do is to sample the animation frame by frame and see if you

can interpolate the data of the different parts yourself. You only then
store
some control data which are needed to reproduce the right animation curve.

Kind regards,
Stefan Maton
--

http://users.skynet.be/metron
ICQ : 1267981

 
 
 

Character Animation using Character Studio based models.

Post by cuchul.. » Wed, 16 Sep 1998 04:00:00




You could also export the animation from MAX to .3DS format. Atleast
the .3DS format is documented enough to write parser code.

-Todd

Quote:>Hi,

>I was wondering whether anyone here has any game programming
>experience using data from 3dsmax with respect to Character Studio.

>In short I'm looking for a way of storing heirarchied animation in the
>smallest possible space.

>As far as I can tell it is impossible to extract meaningful keyframe
>data from max when an animation uses Biped as it's using customised IK
>controllers.

>The solution i've come up with involves storing quaternion and
>translate parameters for each node of the character for every frame of
>the animation. This is currently falling woefully short of my target
>as far as memory constraints are concerned, even when quantized and
>bitpacked.

>Has anyone here had to tackle this problem before while programming a
>3d fighting game for a console ( for example ;) )

>Cheers for reading and big thanks in advance if you reply.

>Ta,

>RB.

 
 
 

1. Vertex Assignment Exporting from Character Studio

Hello

Has anybody an Idea or Experiences how to export the deformable Vertex
Assignments from Character Studio?
I mean in a manner that for every vertex you have a reference to two
bones, and a factor which specifies how much the vertex is influenced
by the first and the second bone.

I just found some info and header files about how to export
non-deformable vertex assignments.

TIA, Dennis

PS: Please write to my email adress directly.

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