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Loading external animation into existing shape.

by Rex · in Artist Corner · 07/03/2008 (6:07 am) · 1 replies

I have just gotten to the point where I want to start to tinker with animation in HD; so I thought "Is it possible to do this, to load animation into an unanimated shape?". It took me a few days of trying, and I think I found out how. This was some rough, first testings; but it seems possible.

I had to use a CHOP network node, inside of which was a Fetch node[from the animated character] linked to a child node of the Export variety[pointing to the unanimated shape].

Pretty logical, I used the Fetch node to create a path to my data in the animated shape, then used the Export node to direct this data to my un animated shape. Bingo! Worko!

There are still some tweeks to getting a nice smoothe parse of the keyframe data to the unanimated shape, but this was very easy and fairly intuitive to accomplish.

It was a little tricky because of the deforming rig and mesh objects being separate, I think; but I've seen this 'flow' worked on just some 'rigid' objects in the Scene and the animation easily transfered between objects, once the network was created and everything pathed correctly.

About the author

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.


#1
07/03/2008 (1:17 pm)
Here is a bit of outline on how to accomplish this, and some examples from Edward to help with the flow thru the nodes.

Enjoy.