2007/4/22, Jan Ciger <[EMAIL PROTECTED]>:
Vladimir Shabanov wrote:
>> - - support for facial animation (quite a big deal, actually - properly
>> animating the face can be more complex than the rest of the body)
>
> BTW, cal3d have some morphing related classes. Do they work? And if
> yes, are there exporters that support morphs.
Yep, but that is not what I mean. I am more interested in being able to
control the animation procedurally (e.g. have the guy look at something,
animate the eyes or proper lip syncing to speech). Canned animations are
quite easy.
I see. You want something like ``TES4: Oblivion" characters. At the
moment I don't even now how it was done. Was it only skeletal or some
mix of skeletal & morphing. And how many things are must be done on
CPU (cal3d) and how many on GPU (osgCal).
> Hmm. Too many things to do. And I also think that cal3d needs to be
> redesigned for this. When there are GPUs, multi cores, some other
> approach needed for making this all possible.
Cal3D was designed first and foremost for playing and blending of canned
key frame animations, games rarely need anything more than that. If it
can be redesigned to support procedural animations as special types of
the animation class, then many of these things could be done within the
existing framework e.g. grasping or procedural walk. In the end, the
procedural animation will still only generate postures of the skeleton
in the same way as a canned key frame animation.
It would be good, if all such things can be done in cal3d, so osgCal
will need minimal changes to accomodate this.
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