Plan for Neo Binedell
by Neo Binedell · 09/07/2005 (2:50 pm) · 11 comments
[update]
Updated to work with TGB beta 4.
Btw, You can find some sample poses in poser/data/poses/
[/update]
I was mouthing off in another thread about
creating hierarchical animation and the fact that it was quite easy in 2D as you just concatenate the rotations, etc, etc.
I quickly threw together something in flash to illustrate my point and
promised Darren an example in T2D. So I find myself with a few minutes spare and decided to throw a little something together
that might be of help to T2D'ers.
But being an OO whore (can I say whore? Oops, said it again), I couldn't resist creating a generic system for it as usual.
And then being a lazy boozer I added a quick gui so i could set the poses, and so on and so on...
I stopped myself from adding an entire animation system (just) and will leave that for when i need it or want to bugger
around some more... actually you could already just load up key frame poses in code and lerp between them if you wanted
to.
You can find more explanations and issues resolved in the code comments.
I posted a link to the code in the T2D private forums
[update]
Hmmm, looks like there's some interest in this sorta thing, might just keep playing with this little toy then,
put some more time into it and expand the functionality.
I threw it together in about 90 minutes as an experiment so theres a lot that can be improved and added.
For instance it takes the shortest route between poses and as there are no joint limits yet it could
look funny, etc...
I'll probably add a full blown sequence editor so one could create linked animation lists with
durations, create custom figures (the humanoid is just one I built on top of the node system ), joint limits,
node translation, etc, etc...
Hmmm... might even move it to C++ for performance and to get around things like needing container sprites for pivot points, etc
[/update]
Some piccies (with my sub 60 second color dude ;):


Hope this helps anyone looking to do something similar...
~neo
Updated to work with TGB beta 4.
Btw, You can find some sample poses in poser/data/poses/
[/update]
I was mouthing off in another thread about
creating hierarchical animation and the fact that it was quite easy in 2D as you just concatenate the rotations, etc, etc.
I quickly threw together something in flash to illustrate my point and
promised Darren an example in T2D. So I find myself with a few minutes spare and decided to throw a little something together
that might be of help to T2D'ers.
But being an OO whore (can I say whore? Oops, said it again), I couldn't resist creating a generic system for it as usual.
And then being a lazy boozer I added a quick gui so i could set the poses, and so on and so on...
I stopped myself from adding an entire animation system (just) and will leave that for when i need it or want to bugger
around some more... actually you could already just load up key frame poses in code and lerp between them if you wanted
to.
You can find more explanations and issues resolved in the code comments.
I posted a link to the code in the T2D private forums
[update]
Hmmm, looks like there's some interest in this sorta thing, might just keep playing with this little toy then,
put some more time into it and expand the functionality.
I threw it together in about 90 minutes as an experiment so theres a lot that can be improved and added.
For instance it takes the shortest route between poses and as there are no joint limits yet it could
look funny, etc...
I'll probably add a full blown sequence editor so one could create linked animation lists with
durations, create custom figures (the humanoid is just one I built on top of the node system ), joint limits,
node translation, etc, etc...
Hmmm... might even move it to C++ for performance and to get around things like needing container sprites for pivot points, etc
[/update]
Some piccies (with my sub 60 second color dude ;):


Hope this helps anyone looking to do something similar...
~neo
#4
09/07/2005 (3:36 pm)
Looks awesome. I'll go over the code tomorrow and see what's what. Any chance of an animated GIF or little movie showing it in motion?
#5
09/07/2005 (5:23 pm)
Wow Neo, looks great!
#6
09/07/2005 (6:30 pm)
That's pretty damned impressive man--awesome to see people leveraging the T2D tech so strongly!
#7
09/07/2005 (6:33 pm)
That really is an excellent resource... so thank you. (Even though I can not use it)
#8
09/08/2005 (3:46 am)
Awesome...I have no interest in 2d games, but, awesome =) Looks like it'll be fun for those of a 2d inclination.
#10
05/30/2006 (7:56 am)
Fantastic looking! You mentioned a sequence editor up there... so... :)
#11
I will probably get to it when I have time, but at the moment I'm working on 2 contracts
AND the isometric add-on pack
~neo
05/30/2006 (10:28 am)
I also mentioned probably ;pI will probably get to it when I have time, but at the moment I'm working on 2 contracts
AND the isometric add-on pack
~neo
Torque Owner Jason Swearingen