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Extended Skeletal Animation Support

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User avatar Raven
Skaarj Warlord Skaarj Warlord
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Subject: Extended Skeletal Animation Support

Post Posted: 23 Jun 2008, 12:06

I've wrote extended skeletal animation support. Features:

* returns bone details (position, orientation, etc)
* returns whenever bone exists or not
* returns number of bones
* returns bone name by index
* implements AttachToBone function



download: RSkeletalMeshEx.zip
ReadMe @ wiki: http://wiki.beyondunreal.com/UE1:RSkeletalMeshEx

Changelog
v 0.0.3
* RSkeletalMeshEx has three new static functions (GetBoneIndex, GetBoneLocationByIndex, GetBoneRotationByIndex)
v 0.0.2
* added RSkeletalActor actor which implements AttachToBone function
v 0.0.1 (first public release)
* added function GetBoneRotation and GetBoneLocation
Last edited by Raven on 23 Jun 2008, 21:16, edited 5 times in total.
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User avatar kea
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Subject:

Post Posted: 23 Jun 2008, 12:47

Great! :tup:
So this can be used to attach additional meshes to main mesh, like boots to legs and helmets to heads, doesn't it?
Also, will it be used in TCO? :P

User avatar Raven
Skaarj Warlord Skaarj Warlord
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Post Posted: 23 Jun 2008, 12:55

Nope :) I've wrote it yesterday and probably it will not be used in TCO.

Edit:

It seems that ReferenceSkeleton in SkeletalMesh can not be used to return current bone position. Now I'm trying to write function to calculate bone position.
Madness, as you know, is like gravity…all it takes is a little push!
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User avatar moonangel
Skaarj Scout Skaarj Scout
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Subject:

Post Posted: 05 Jul 2008, 13:38

hm, somehow reminds of the same attempt i done for LSoNP once, dunno how far i got with that, but im sure i didn't got to match up the correct position of the actual joint. :lol:

diamond
Skaarj Berserker Skaarj Berserker
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Post Posted: 27 Oct 2008, 09:24

Any usage examples of this?
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UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar Raven
Skaarj Warlord Skaarj Warlord
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Post Posted: 27 Oct 2008, 17:38

Dunno how example could look like. It's just bunch of functions used to attach something to static skeleton. I'm working on version for animated skeleton.
Madness, as you know, is like gravity…all it takes is a little push!
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Skaarj Berserker Skaarj Berserker
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Post Posted: 28 Oct 2008, 08:29

I was thinking about some examples that you have to make to test your classes.

Though, I was thinking it works well with animated skeletons. Haven't thought there is a difference between static and animated ones.

However I'm only learning how to create animated skeleton so I have time to wait.
Image

UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar Raven
Skaarj Warlord Skaarj Warlord
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Post Posted: 28 Oct 2008, 09:44

The difference are in getting info about position of bone in animation. In non-animated skeletal meshes I'm using reference skeleton, however animation is a little bit more complicated. I have few ideas, and now I'm trying to made them work :)
Madness, as you know, is like gravity…all it takes is a little push!
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Skaarj Berserker Skaarj Berserker
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Post Posted: 13 May 2009, 12:07

any progress on this?
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UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar Raven
Skaarj Warlord Skaarj Warlord
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Post Posted: 13 May 2009, 16:05

Nope, but I'm going to work on in quite soon.
Madness, as you know, is like gravity…all it takes is a little push!
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http://turniej.unreal.pl/portfolio

SocketHumor
Pupae Pupae
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Subject: Re: Extended Skeletal Animation Support

Post Posted: 15 Apr 2014, 03:34

Insane necrobump...

raven ,is there a chance you can make it work for animated meshes? and use bonerotation and scaling like in unreal 227?? :) :)

User avatar Raven
Skaarj Warlord Skaarj Warlord
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Subject: Re: Extended Skeletal Animation Support

Post Posted: 15 Apr 2014, 10:43

Unfortunately no - I don't have enough time to work on this. You can use 227 it's Unreal after all, and it contains lots of awesome features (personally if I'd start making new mod - I'd make it for 227).
Madness, as you know, is like gravity…all it takes is a little push!
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http://turniej.unreal.pl/portfolio


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