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#1 |
Junior Member
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Join Date: Dec 2007
Posts: 12
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The title says it all....
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#2 |
Senior Member
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Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
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For animation, or for export to a game?
There's no animation with AC3D itself. For exporting AC3D models to games or to animation programs, a number of the exporters will use the heirarchy view (F8) and object centres as basic bones and joints. |
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#3 |
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Join Date: Dec 2007
Posts: 12
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Not for animations. I am using joints for programmatically setting camera mount positions, joining models together, docking positions, etc.
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#4 |
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Location: Phoenix, AZ
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Are you writing your own plugins?
To get the pivots (joint centers), you'll want: ac_object_get_centre(pObject) To get the hierarchy, which you can use to join things together and make your own skeleton: ac_object_get_childrenlist(pObject) ac_object_get_num_children(pObject) My own plugins work that way, I set the joint center using the object center, and then determine the bones by locating the parent object and building the skeleton that way. I believe X-Plane and some of the others do something similar. |
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#5 |
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Location: UK
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So how difficult would it be to make a plugin covering basic animation?
Also could the animation be included in the Collada export? It is an ask, but you don't ask you don't get.
__________________
Regards, Gerry "Mossie" Mos -------------------------------------------------------------------------- WW1 Aircraft Library http://ww1-aircraft.info/ Mossie 3D CAD, "Prompt and Precise" http://mossie3dcad.com/ |
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#6 |
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Join Date: Mar 2005
Location: Phoenix, AZ
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![]() ![]() General animation\joint setup, not too hard at all. The poser exporter and milkshape skeleton exporter both already do exactly this. Collada, I don't know. I've been actually wanting to write one myself, but haven't found a good manual or simple sample file yet. I'm sure its' out there, just don't have a link for it. I found a couple of different XSDs, but the XSD is a bit vague on some of the points. Some kind of "here's a list of all the possible nodes and their meanings" would be especially helpful. |
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#7 |
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Location: UK
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Yes, I seen the spec for the file here: http://www.khronos.org/files/collada_spec_1_4.pdf
But a quick look around the web didn't pop up any example files, except from http://www.collada.org/owl/, you can log in without signing on. There are some files here, but not sure how usefull.
__________________
Regards, Gerry "Mossie" Mos -------------------------------------------------------------------------- WW1 Aircraft Library http://ww1-aircraft.info/ Mossie 3D CAD, "Prompt and Precise" http://mossie3dcad.com/ |
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#8 |
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Join Date: Mar 2005
Location: Phoenix, AZ
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Booya! Exactly what I've been looking for, thanks! Looks like I have some reading to do.
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#9 |
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Join Date: Dec 2007
Posts: 12
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Hi Lisa,
I create the joints programatically in the game engine I am using (Panda3d) based on a configuration string for the model. I would prefer to create some of the joints statically in AC3D. |
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