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Extended Skeletal Animation Support

UT now belongs to the "old" Unreal as well. Supporting it for OpenGL and Sound its time to put up a board now.

Moderator: Buggie

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Raven
OldUnreal Member
Posts: 311
Joined: Fri Jun 10, 2005 5:10 am

Extended Skeletal Animation Support

Post by Raven »

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: [url=http://turniej.unreal.pl/files/RSkeletalMeshEx.zip]RSkeletalMeshEx.zip[/url]
ReadMe @ wiki: http://wiki.beyondunreal.com/UE1:RSkeletalMeshEx

Changelog

v 0.0.2
* added function RSkeletalActor which implements AttachToBone function
v 0.0.1 (first public release)
* added function GetBoneRotation and GetBoneLocation

EDIT:

There's one bug I've found. It doesn't work on animated skeletons :). Now I'm trying to figure out how the hell does it work :).
Last edited by Raven on Tue Jun 24, 2008 8:55 am, edited 1 time in total.
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Turboman.
OldUnreal Member
Posts: 898
Joined: Tue Feb 04, 2003 6:40 pm

Re: Extended Skeletal Animation Support

Post by Turboman. »

Sounds very interesting, so this would mean we could attach objects on any part of a character? eg shoulder pads, boots, helmets etc?

Looking into skeletal animation is still on my list of stuff todo, i can import and animate models but the coding side of it is completely unknown to me.
Last edited by Turboman. on Tue Jun 24, 2008 2:01 pm, edited 1 time in total.
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Raven
OldUnreal Member
Posts: 311
Joined: Fri Jun 10, 2005 5:10 am

Re: Extended Skeletal Animation Support

Post by Raven »

I have few theories :P I think it works like this:

Each animation has array of AnimSeqs and Moves. If you want to get a move, code will find it by AnimSeqs neme. So (I think) each move describes one animation sequence. In move structure (called MotionChunk) there's AnimTracks array which holds position/orientation of bones in animation. I assume AnimTrack index = bone index. But I have no idea how the hell find correct KeyPos/KeyQuat in AnimTrack array.

Of course all I've managed to do is few more ways to crash UT :)
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GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: Extended Skeletal Animation Support

Post by GreatEmerald »

Raven, aren't you going to post this on BUF?
Oh, and good. Wish you could use Ragdolls in UE1. Still, would be nice to see skeletal animated Skaarj :D

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