Post #9....Captain's Blog

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Post #9....Captain's Blog // Roundtable

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Post by Humdinger // Nov 10, 2006, 3:17am

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Okay now maybe it is just me but...


On post #9 of th Captain's Blog; the charcater animation video.



-Request


Could we please show the character bendiing at the knees with the feet not moving, all by moving one joint/target/whatever...?


I ask only because the current video of the character looks too much like the previous TS bones it terms of the character movement.


Once again it may be just me..but I know that I for one MUST see this kind of functionality within the new bones system.


I am sure it was not intentional and ofcourse the new system does such things, so that should make it relatively easy to show. Roman sounded a bit tired in the voice over :) so maybe he can take another crack at it after he gets some sleep.



Thank you in advance.

Post by Vizu // Nov 10, 2006, 5:59am

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the demo animation is to short and shows nothing :(

Post by LazeeGazzz // Nov 10, 2006, 8:46am

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the demo animation is to short and shows nothing :(

Oh I don't know, it looks very promising to me although of course I'd like to see someone really take this great looking character for a walk.

The guide objects look very clunky but I guess that is w.i.p.

I never understand why any media panel needs both play and pause buttons; seeking pause with the mouse always distracts you momentarily from the action. They are mutually exclusive functions that should share the same button. Saves screen space too!

Post by JPSofCA // Nov 10, 2006, 9:29am

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I never understand why any media panel needs both play and pause buttons; seeking pause with the mouse always distracts you momentarily from the action. They are mutually exclusive functions that should share the same button. Saves screen space too!


That does seem to be the latest standard, and a good one too. It's just something that was overlooked back in the day of making them seperate buttons. My DVD recorder makes them the same button, and the only reason it took some getting used to is because of the previously sloppy trend of making them seperate. I think it makes perfect sense.

Post by prodigy // Nov 10, 2006, 11:42am

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At my opinion..


1) ball.rar - the ball animation its shor but show well the potential.. I see how works Zbrush.. and this animation its like how Zbrush works.. One thing of Zbrush. its you can duplicate the axis.. and you can paint one side of the ball.. and replicate to other.. and you can create a face... very very fast... I think thats is necesarely to model..


2) anim.rar - The ball animation its very very nice... I never seen how do that with actual tools.


Animation characer... I dont see nothing amazing at all... And if you see the leg of the character makes more bigger when it moves between keyframes..


About the fastest responce of the keyframes.. its very nice... compared the actual keyframe...


Lets see in a few months...


BTW.. The Anim Viewer its on MODEL ?? or only on PLayer???

Post by TomG // Nov 10, 2006, 12:01pm

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Animation tools are written from scratch in the new code. The new code can only work in the Player, since no more development is happening to the old code. That means that the animation tools only work in the player. This is the same as the new SDS, the new Point Editing, the new Polygon Reduction, etc.


As for viewing animation that is already recorded (which is what we're looking at here), that would probably show up the same in the modeler across the bridge. But the new bones, and the interface for the new animation tools, will be over in the player.


No need to get too excited about what is and what is not seen in this short sample, Roman is just doing a quick demo, and this was done some time back. It wasn't intended to wow and amaze, we just wanted to post something that we happened to have laying around for you to have a look at, since everyone has called for communication and more information. There will of course be more over time :)


HTH!

Tom

Post by Humdinger // Nov 11, 2006, 2:54am

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It wasn't intended to wow and amaze, we just wanted to post something that we happened to have laying around for you to have a look at, since everyone has called for communication and more information. There will of course be more over time :)


Lol...well i might suggest not taking the Captain's Blog posts so lightly.


I for one have been watching for updates and to see this video did not make me feel anything but confused and disappointed.


In the future I might suggest less finish and more function.


Example..I do not need to see a 'walk cycle' but would like to see the model being posed for a walk cycle, as I am looking for multi-nail, multi-skeleton rig performance.

Post by Humdinger // Nov 11, 2006, 8:49am

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These .avi links are from the Style Based IK link Roman posted in a thread some time back.


http://grail.cs.washington.edu/projects/styleik/



This is the type of thing I am hoping we see in future Blog entries. I assume the look and feel will be different but following the same concept/results.


http://grail.cs.washington.edu/projects/styleik/pose1.avi


http://grail.cs.washington.edu/projects/styleik/pose2.avi

Post by TomG // Nov 13, 2006, 5:08am

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To repeat, just sharing what was available. The video did not show the rigging system being used, just the new "key frame editor" display being used to scrub thorugh some very basic animation.


Sure there will be more in the future. This was just something we had available, and it came down to "this" or "nothing" right now. No need to be disappointed, since it hasn't shown you that you CAN'T do the things you are looking for. It didn't show you that you could - but then those were not the features the video was demo'ing.


This is not taking the captain's blogs lightly, simply that sometimes we have something prepared that is wow amazing set the world on fire, and sometimes we just have a simple little capture that is laying around, and everyone is so busy on the latest build that there is no time to go making something more sophisticated. Then we are left with "something" or "nothing" to show, and in this case we chose "something".


This of course is why we always ask ourselves if it is worth showing in progress information - as then people read things into it that are not shown in it. Hung if you do, hung if you don't I guess.


HTH!

Tom

Post by Chester Desmond // Nov 14, 2006, 3:53am

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From some of the stuff I read on here, you may as well open a new forum area called "Hung if you do, hung if you don't" and just put all corporate to customer info in it.

Post by Tiles // Nov 14, 2006, 4:28am

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This of course is why we always ask ourselves if it is worth showing in progress information - as then people read things into it that are not shown in it. Hung if you do, hung if you don't I guess.


It is always worth it. No information no discussion :)

Post by Jack Edwards // Nov 14, 2006, 8:47pm

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I found this very interesting and I'm very happy to see that the scrubber and animation is up and working.


I agree that I'd rather see more specifics demonstrating real world workflow, but I also think it's encouraging to see that the animation tools are already at a working state player-side.


The scrubber is looking good. Can we get it dockable to the bottom of the window? Looks like it's a separate window just dragged down, but a small scrubber window at the bottom that can be expanded as needed for editing the curves and then squashed back down to just the scrubber bar would definitely be cool.


-Jack.

Post by Paul Boland // Nov 20, 2006, 8:45am

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Any chance of getting a better look at the animation tools? The video, while welcome, is quite short and abrupt.
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