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My first real work in over a year...
My first real work in over a year...
| Name: | Jacob Dankovchik | |
|---|---|---|
| Date Posted: | Oct 05, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jacob Dankovchik |
Blog post
Wow, been quite a while since I've really been around here and done some real stuff. I've only tinkered in tiny bits of projects past since I joined the Navy. However recently I had to get shoulder surgery. It seems that when I injured my shoulder years back throwing a shot put, I had managed to tear a few ligaments off my shoulder bone. Now, much later on, the injury worsened and came back to haunt me. So now, I'm on leave for 30 days to recover and I'm finding I have much more time than usual.
With all this time to sit around and think, I decided I wanted to start working on an old idea of mine, procedural animation. I found some work done in the forums a while back to allow you to turn off player animations and manually move individual nodes. This was all I needed to get started.
My idea for the animation is that the "artist", who will actually just be a programmer at this point, will be able to write a script file defining the animations he wishes to use. In this file he will also assign weights to each node. For the animation, it will use a vector of the direction you wish to shift the node, with a magnitude that will be the force you wish to apply. I'm modeling this idea conceptually use Newtons as the force unit. You will also designate how long this force is to be applied.
After you put all that in for the animation, when it's called everything will be calculated out. Take the force, divide it by the weight of the node supplied, which will conceptually be kilograms, and you'll have the acceleration that your node will undergo. So, you apply that acceleration to the requested node for the duration of the animation, as input by the programmer.
I've not even really begun to scratch the surface on this, of course.. So far I've just worked it out on how you go about accelerating a node. With that very very basic starting point established, I plan to move forward soon and begin writing out the code to perform all the calculations required. After that comes planning my architecture for my script files and how to handle the animations. Then, bring it all together.
There are many possibilites for this and I'm very exciting to get started. More to come, if this should go as I hope.
With all this time to sit around and think, I decided I wanted to start working on an old idea of mine, procedural animation. I found some work done in the forums a while back to allow you to turn off player animations and manually move individual nodes. This was all I needed to get started.
My idea for the animation is that the "artist", who will actually just be a programmer at this point, will be able to write a script file defining the animations he wishes to use. In this file he will also assign weights to each node. For the animation, it will use a vector of the direction you wish to shift the node, with a magnitude that will be the force you wish to apply. I'm modeling this idea conceptually use Newtons as the force unit. You will also designate how long this force is to be applied.
After you put all that in for the animation, when it's called everything will be calculated out. Take the force, divide it by the weight of the node supplied, which will conceptually be kilograms, and you'll have the acceleration that your node will undergo. So, you apply that acceleration to the requested node for the duration of the animation, as input by the programmer.
I've not even really begun to scratch the surface on this, of course.. So far I've just worked it out on how you go about accelerating a node. With that very very basic starting point established, I plan to move forward soon and begin writing out the code to perform all the calculations required. After that comes planning my architecture for my script files and how to handle the animations. Then, bring it all together.
There are many possibilites for this and I'm very exciting to get started. More to come, if this should go as I hope.
Recent Blog Posts
| List: | 10/05/07 - My first real work in over a year... 09/18/06 - Gone for 8 weeks, but seems like forever. 01/08/06 - Interactive Atlas Demo 10/25/05 - Plan for Jacob Dankovchik 10/23/05 - Plan for Jacob Dankovchik 07/10/05 - Plan for Jacob Dankovchik 05/27/05 - Plan for Jacob Dankovchik 05/04/05 - Plan for Jacob Dankovchik |
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Submit your own resources!| Aaron Ellis (Oct 05, 2007 at 19:16 GMT) |
Keep us posted on your progress.
| Ross Pawley (Oct 05, 2007 at 20:59 GMT) |
Cheers!
Edit: Any chance of an update on your water shader? I couldn't manage to get it working from the older code that was there.
Edited on Oct 05, 2007 21:09 GMT
| Jacob Dankovchik (Oct 05, 2007 at 22:27 GMT) |
As for the water, I did manage to get it working properly. Took me a while, but I finally got all view angle and light angle calculations working as well. Someday here I'll have to clean the code up and post it.
| Ross Pawley (Oct 05, 2007 at 22:34 GMT) |
Cool, would love to see that code sometime. If you want some help with this animation stuff shoot me an email.
| Paul Smith (May 10, 2008 at 16:41 GMT) |
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