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animated models

Started by February 03, 2003 11:30 AM
8 comments, last by ts0 22 years ago
how can i animate skinned models? thx for help!
--------ts0
I could go into a lengthy explanation but its already been explained better than I could elsewhere

Look at the nehe tutes or the tutes at game tutorials!

Keef
------------------Trouble is my business------------------
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That''s a very broad question. I''d look at which TYPE of model to go into first and look into it''s format. the most popular one I see right now are MD2s from Quake 2. I have a link if you need to learn more about it. I''ve also go source for the MD2, it''s not professional grade but it works.
You could also look into Skeletal Animation if you think your upto it.

and even better inverse kinematics

but if your looking for something more basic just look at keyframe animation.
Inverse kinematics look really cool but it's hell to get them working just right. At the moment I try to make a 24 bone tentacle grab a player. It's mathematics hell I tell you. The damn thing keeps turning in the wrong direction.... (screenshot).

Sander Maréchal
[Lone Wolves Production][Articles][GD Emporium][Webdesign][E-mail]

[edited by - smarechal on February 6, 2003 1:42:11 PM]

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Sander Marechal<small>[Lone Wolves][Hearts for GNOME][E-mail][Forum FAQ]</small>

your water looks nice how many polys does it use?
http://www.8ung.at/basiror/theironcross.html
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It uses a 100x100 grid. That''s 10000 squares that''s 20000 polys. at 800x600 I get about 30 fps on my PIII 600 Mhz with TNT2. That includes the spheremapping and calculating all 20000 normals. Not bad eh?! All the waves are real. I use a very fast handwritten shader to recalculate the heightfield each frame. (note: not a DX9 vertex or pixel shader. I REALLY do it by hand )

Sander Maréchal
[Lone Wolves GD][RoboBlast][Articles][GD Emporium][Webdesign][E-mail]

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Sander Marechal<small>[Lone Wolves][Hearts for GNOME][E-mail][Forum FAQ]</small>

damn nice
http://www.8ung.at/basiror/theironcross.html
Now THAT is mad skillz
No, not really mad Just the guy who invented the original algorithm was VERY clever. It's the same technique used by the original unreal on their water textures. I just adapted it to render a 3D heightfield water with spheremapping instead of a 2D texture. Here's a link to the original algo. It's very nice

EDIT: spelling...

Sander Maréchal
[Lone Wolves GD][RoboBlast][Articles][GD Emporium][Webdesign][E-mail]


[edited by - smarechal on February 10, 2003 6:43:10 AM]

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Sander Marechal<small>[Lone Wolves][Hearts for GNOME][E-mail][Forum FAQ]</small>

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