>> you dont really want to make a full on animation >> program prolly :) > > Well, actually, yes. We plan to load directly the data from > MakeHuman in > order to be able to generate dynamically a huge set of characters. > This > would allow a complete in-game customization of the characters.
The animation retargeting tools mentioned below, would be able to map the mesh, animation and skeleton when the artist makes changes? I would love to be able to "morph" the bones of the skeleton, such that you could make a tall man and a short man with the same skeleton that could use all the same animations. > The same goes for skeletal animations, but here you will have to > choose a > skeleton, and the animations you will define will be valid only for > the > models using the same limb proportions of the skeleton. We can > probably > use the default proportions from MakeHuman, and see later for the > other > skeletons (this would be managed partially through animation > retargeting > tools). ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2d-oct _______________________________________________ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:crystal-main-requ...@lists.sourceforge.net?subject=unsubscribe