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Extended Skeletal Animation Support

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User avatar Raven
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Subject: Extended Skeletal Animation Support

Post Posted: 23 Jun 2008, 12:06

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
Last edited by Raven on 23 Jun 2008, 21:16, edited 5 times in total.
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User avatar kea
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Subject:

Post Posted: 23 Jun 2008, 12:47

Great! :tup:
So this can be used to attach additional meshes to main mesh, like boots to legs and helmets to heads, doesn't it?
Also, will it be used in TCO? :P

User avatar Raven
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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.
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User avatar moonangel
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Post Posted: 05 Jul 2008, 13:38

hm, somehow reminds of the same attempt i done for LSoNP once, dunno how far i got with that, but im sure i didn't got to match up the correct position of the actual joint. :lol:

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Skaarj Berserker Skaarj Berserker
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Post Posted: 27 Oct 2008, 09:24

Any usage examples of this?
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User avatar Raven
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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.
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Skaarj Berserker Skaarj Berserker
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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.
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UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar Raven
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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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Skaarj Berserker Skaarj Berserker
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Post Posted: 13 May 2009, 12:07

any progress on this?
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UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar Raven
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Post Posted: 13 May 2009, 16:05

Nope, but I'm going to work on in quite soon.
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SocketHumor
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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?? :) :)

User avatar 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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