Video Tutorial: Using 3DS and UpSpring - Page 3

Video Tutorial: Using 3DS and UpSpring

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Video Tutorial: Using 3DS and UpSpring

Post by Argh »

What's the difference between a bone and a rotational null that has a parent bone?

Nothing. They're just arbitrary points in space that we're defining the current position / rotation of.

What's the difference between MD5 and S3O?

One is just storing a collection of named meshes which are associated with a hierarchy of points. One is a collection of mesh-deformations and storage of the position and rotations of bones during a given sequence. The bones aren't actually controlling anything about the mesh deformations when you play that animation; for all practical purposes, they're completely different things.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Video Tutorial: Using 3DS and UpSpring

Post by Argh »

What's the difference between a bone with a parent bone and a rotational null that has a parent null?

Nothing. They're just arbitrary points in space that we're defining the current position / rotation of.

What's the difference between MD5 and S3O?

One is just storing a collection of named meshes which are associated with a hierarchy of points. If you rotate a point, the associated mesh, and all children, are affected. But that requires a procedure call, with all that that entails, and thus our animations are built with code, procedurally, instead of in a nice visual editing environment like most game engines get to use for their content.

One is a collection of mesh-deformations and storage of the position and rotations of bones during a given sequence. The bones aren't actually controlling anything about the mesh deformations when you play that animation; for all practical purposes, they're completely different things. For example, if you use code to move the bone of a MD5, the mesh won't respond- the animation's static, IIRC, unless you specifically code a full IK system to act like it does when you're building it (which is incredibly expensive, and why other than ragdoll sim, it's still not being done unless maybe CryEngine managed to speed it up enough with vertex shaders).

These are two very different approaches to animation, basically. Spring implements poor-man's IK in realtime, at the cost of not doing vertex deformation; MD3 / MD5 save the vertex transforms and allow for stuff like musculature to be animated correctly, but can't respond dynamically.
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prankster
Posts: 62
Joined: 31 Oct 2009, 12:35

Re: Video Tutorial: Using 3DS and UpSpring

Post by prankster »

Argh wrote:YouTube Link

Video walkthrough: covers export from Wings, import, setting up hierarchies, rescaling and fixing surface normals.

thanks :D
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SpliFF
Posts: 1224
Joined: 28 Jul 2008, 06:51

Re: Video Tutorial: Using 3DS and UpSpring

Post by SpliFF »

Do you understand assimp?
Do you program in C++/OpenGL?
Have you created 3D assets for another game?
Do you understand Spring's source code?
Have you ever written a GUI?
Do you regularly use any 3D editor other than Rhino?
Do you understand the internal structures of common 3D formats?

If the answer to any of these questions is no, then you don't understand the issues I raised as well as you think you do. In your case I'd say the answer to most, if not all, of those questions is no.

You know it doesn't hurt to once in a while admit you don't have a fucking clue what you're talking about. That way you don't waste peoples time. I wouldn't normally make an issue of it but you seem to be a serial offender.

But hey this is your thread, and smoth has already crapped all over it, so what do I care? Peace. Whatever. Carry on.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Video Tutorial: Using 3DS and UpSpring

Post by Beherith »

Lock.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Video Tutorial: Using 3DS and UpSpring

Post by lurker »

Beherith wrote:Lock.
Why?
Locked

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