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Several tools are shipped with Crystal Space in order to help the setup of Animeshes and their animations.
A Genmesh can be converted into an Animesh, the new Animesh won't simply have any skeleton, morph target or animation.
This is made using the CS::Mesh::AnimatedMeshTools::ImportGeneralMesh()
method.
Depending on your artistic pipeline, you may result in an Animesh defined in a main file, while the morph targets of the Animesh are defined each of them in a different, separate file. The ‘splitmorph’ plugin tool allows to load all these files, and to merge them into a single Animesh mesh.
The ‘splitmorph’ plugin tool uses the methods CS::Mesh::AnimatedMeshTools::ImportGeneralMesh()
and CS::Mesh::AnimatedMeshTools::ImportGeneralMesh()
, and parses the
parameters of the tool from a Crystal Space library file.
An example of merging of a split mesh is available in the main Crystal Space repository, using a face generated by the FaceGen software. Please read the ‘readme’ file in ‘CS/data/jane’ to proceed to the download of the file, then you will be able to visualize it with the following command:
viewmesh data/jane/jane.cslib
A motion capture parser (class CS::Animation::BVHMocapParser
) is available
for the loading of animations defined in the BVH (Biovision Hierarchical data)
file format. It can be used to feed the animation data to be played by a
CS::Animation::iSkeletonAnimationNode
animation node.
This parser can be combined with a ‘Retarget’ animation node in order to redirect the animation to an Animesh with a roughly different skeleton.
A viewer (‘csmocapviewer’) allows to visualize easily the content of BVH motion capture files, as well as the retargeting of the animation data to a given Animesh.
The viewer is also shipped with a Point Light Display system, that has been designed to be used in psychology studies on the human perception of biological motion. It uses a Perlin noise to add points with random motion.
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