Search found 27 matches

by LizTail
03 Jan 2013, 18:22
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95493

Re: Animations 2013

Would it make sense to apply the root bones animations directly to the scene node. When updating the scene nodes transformation you could do a collision check to keep physics happy. That way the entities location in the world is purely a function of its scene node, and no-one else need to be concer...
by LizTail
03 Jan 2013, 16:13
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95493

Re: Animations 2013

To be honest, I'm not sure we'll be able to get animations working properly without help from someone who's familiar with animations in games, and in particular is familiar with how games like Morrowind do it. The way animations move the object is very tricky, and it's pretty counter-intuitive to w...
by LizTail
02 Jan 2013, 19:27
Forum: General Development
Topic: Coding Standards
Replies: 7
Views: 4151

Re: Coding Standards

I could see creating a concise description of the NIF format, then using the tool to produce code to read/write/translate the files. That's actually kind of what we did at NifTools . We had an XML file that represents the format of NIF files, and used that to generate C++ and Python code for Niflib...
by LizTail
02 Jan 2013, 18:56
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95493

Re: Animations 2013

Character controllers are complex, it's hard to say if morrowind's was coded from the ground up or if gamebryo provided something in this area. Coding one is a big task, a lot of things to consider, possibly performance issues if it is not designed well. In Morrowind's time, the scope of Gamebryo (...
by LizTail
11 Nov 2012, 23:34
Forum: General Development
Topic: Animations - interaction
Replies: 8
Views: 3344

Re: Animations - interaction

If it helps, in Gamebryo, those are called text keys, and they communicate to the rest of the application via a callback mechanism. So when you have loaded an animated entity, you can register a callback function that will be called whenever a text-key is triggered in the timeline during the playing...
by LizTail
01 Nov 2012, 15:51
Forum: General Development
Topic: animations
Replies: 45
Views: 16127

Re: animations

Interesting. According to that the accumulation is a per-sequence setting, but I haven't found anything in the animation data that specifies this (at all, per-sequence or not). Nor have I found anything about layer roots or accumulation roots (I suppose I can assume the character root is the node w...
by LizTail
31 Oct 2012, 22:03
Forum: General Development
Topic: animations
Replies: 45
Views: 16127

Re: animations

1. The position is determined externally and the speed of the animation is adjusted accordingly so that the actual position of the mesh matches the position. 2. The animation modifies the position. IIRC, Morrowind uses animation accumulation, so the answer would be 2. The animation moves an accumul...