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help: how do model animations (bone/vertex transformation) work ?

09-10-2003, 12:54 PM#1
b1unt3d
Hello,

i try to write an mdl editor but dont get along with the animation (bone,vertex-transformation) algorithm. The picture below shows a simple model in a frame of the 'stand' animation, but it looks kind of wrong. can sbd. help me, and explain how do i get the vertex-positions for a frame, or can sbd. give me chunks of sourcecode that calculates animations ?

Thanks in advance, b1unt3d.

09-11-2003, 11:43 AM#2
b1unt3d
oh i realized, that i already wrote a similar thread here where you can see another screenshot.



plz 2 be helping!
12-07-2003, 04:19 PM#3
stevejobs
hi, b1unt3d

any progress on your mdx animation project?

i've tried several methods, failed.

i dont quite understand why the exporter frozen all the transformation (scale, rotation, translation) into vertices themselves at frame 0, or things might be eaiser.

what i know so far :

1. PIVT seg holds all related obj's pivot in world space
2. translations in KGTR should be offset values (in local space)

about the rotation in KGRT, they should be rotations in local space (not offset values)
12-08-2003, 03:09 AM#4
nicoli_s
try talking to nub, though i would suggest doing a .mdl instead of .mdx, it woudl be much easier methinks