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
Extended Skeletal Animation Support
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- Raven
- Skaarj Warlord
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Subject: Extended Skeletal Animation Support
Post Posted: 23 Jun 2008, 12:06
Last edited by Raven on 23 Jun 2008, 21:16, edited 5 times in total.
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- Raven
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Subject:
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.
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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- Raven
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Subject:
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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- diamond
- Skaarj Berserker
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Subject:
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.
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.
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
- Raven
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Subject:
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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- Raven
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Subject:
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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- SocketHumor
- 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??
raven ,is there a chance you can make it work for animated meshes? and use bonerotation and scaling like in unreal 227??
- Raven
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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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