Game Development Community

T2D strikes a pose

by Neo Binedell · in Torque Game Builder · 09/07/2005 (2:57 pm) · 32 replies

A T2D hierarchical 'bone' system in script that allows setting keyframe poses and lerping between them, etc.

You can read more in my plan

The code

update

Updated to TGB beta 4

/update

~neo
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#21
11/26/2006 (3:47 pm)
Most helpful resource I've ever used.
-
Added to it a bit so that I can choose how many figures, what poses to cycle, what size, and at what speed. Not a big deal.
Naturally, each additional figure slowed things down, so that 4 choked my machine pretty badly. But by changing the time on the schedule of the recursive function: PoserApp.cs:PoserApp:animateBlendPose from 20 to 30 improved things a tremendous amount. I mean a lot.
As someone who isn't familiar with working with the source code, this was helpful.

-ty
#22
11/27/2006 (9:45 am)
PeterB: Totally agree, a very nice resource indeed
I was planning on doing pretty much the same changes you've done, but since my time i quite limited I just havn't had the time :(

If I say "Please" with big puppy eyes, could you perhaps mail me the changes?
I would be very grateful!
#23
12/13/2006 (4:10 am)
Hi neo
Did you try to play with "Clamp collisions" on different part of the body ?
Cause i'm doing a quite similar thing for a Mecha Leg, exept that i need the feet following the edge of the ground. But it's not reacting the way it should (like IK link, with max/min rotation) as you must play with velocity.
Plus the fact that you need to use a dummy (or waste space in textures) to choose the offset rotation complicating the process.
#24
12/13/2006 (6:17 am)
@PeterB:

Nice to know it came in handy ;p

I picked the schedule pretty much on a whim so you could go as low as needed while still looking smooth.
No use integrating anything that won't make a real difference, rather up the step until it hits a transition point.

@Rivage:

Heh, I haven't tried much, I was just interested in the link stuff. To follow terrain you would pretty much have to do IK, or FK with target clamping (which would have its own headaches).

I will try and have a look at it with fresh eyes soon as I can and most probably move everything over to C++
to negate the whole dummy pivot offset, add some speed, etc. The only problem is that people with the binary version will not have access to it then.

I have fired off a few mails to the relevant people regarding a TGB binary plugin architecture but nothing as yet.
#25
12/13/2006 (11:42 am)
My points about processing hits should be qualified. Soon after my earlier post, I had gotten a new monitor (1900x1200) and I need a monster video card. (no kidding, right?) I was confused because performance doesn't change when characters are and aren't in view, so I figured it had nothing to do with graphics.

I learned this when my so-so laptop performed great. Also - probably obvious - but windowed mode is much slower than fullscreen.

Finally, I have it so that if a character or limb isn't in view, it doesn't animate.

So I'm quite happy with this code being on the scripting side :)

-note to self: try projects on many computers, even early in the project
#26
12/13/2006 (11:50 am)
Well it sounds like you've been having fun with it, care to post some screenies?
#27
12/14/2006 (9:21 am)
I will as soon as I get over a big milestone. Just a bunch of half-working things now. -ty
#28
04/26/2007 (6:57 pm)
Neo -- as usual ... you never cease to amaze me ... can't believe I never saw this thread till now ... HOLY COW ... can't wait to rip this to shreds and see what's possible ... I just love the fact that you even have the ability to save pose's ... you can create your TGB Character ... for say a fighter ... toss em into this 'system' ... and generate all the possible pose's ... with fairly simple ease ... controls are a bit clunky ... but hey ... thats what being a developer is good for ... man oh man ... good work ... ;)

#29
04/26/2007 (7:01 pm)
Heh I might update it sometime to use this ;p

I really would like to get back to it sometime and update it for the current version of TGB etc, as I think it has a lot of potential, its just a question of time.
#30
04/26/2007 (7:20 pm)
ACK ... *falls over*
#31
06/08/2007 (12:31 pm)
I know this is what I'm waiting for from Mr. Binedell. I actually did do my own version of this, using inverse kinematics, but I scripted a verlet physics integration and when it was all done I was angered by the fact it wasn't using the built in physics. In the end, I decided to wait for your version to be done. FK is easier to use for someone who falls more on the artist side rather than coder. That being said, more progress on this is something I'd love to see.
#32
06/09/2007 (1:40 pm)
Same here. It's something I've been anticipating.
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