Author Topic: Skin blending  (Read 1227 times)

Offline kkl

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Skin blending
« on: May 26, 2014, 05:38:34 pm »
Hi raft,

I tried blending two skin animations by using these

Code: [Select]
group.animateSkin(frame, 1);
group.animateSkin(frame, 2);
group.applyAnimation();

and auto apply animation is set to false, but I got the skin animations from the second one only. Did I missed any step? According to the  doc, it should the way it is shown.

Offline raft

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Re: Skin blending
« Reply #1 on: May 26, 2014, 05:45:37 pm »
no. as the docs say, skin animations cannot be blended. only pose animations can be blended among themselves and with a single skin animation.

Offline kkl

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Re: Skin blending
« Reply #2 on: May 26, 2014, 05:55:08 pm »
Only pose animations? I'm using Blender armature to create animations, but I got skin animations everytime I export xml and convert to .bones file. I'm abit new in this area and wonder how to export pose animations while using Blender2orge.

Offline raft

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Re: Skin blending
« Reply #3 on: May 26, 2014, 06:21:11 pm »
i've never used blender myself. but i did export the animation in blending demo myself from 3d max via OgreMax exporter. just play with export options. google may also help.

for pose animations you may need to use morph targets but i'm not sure about this

Offline kkl

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Re: Skin blending
« Reply #4 on: May 26, 2014, 06:27:27 pm »
I really hope I could use 3d max but it just costs a fortune for a startup. I'll try to google and try out my luck there. Thanks alot.

Offline kkl

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Re: Skin blending
« Reply #5 on: May 27, 2014, 04:25:19 pm »
It seems like pose animation is generally used for shape and facial animation, CMIIW. But what I need is different skin animations blend together, and I wonder if it's doable to implement.

Offline raft

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Re: Skin blending
« Reply #6 on: May 27, 2014, 04:39:47 pm »
correct. pose animations are for small deformations.

its possible to implement skin animation blending but i dont think it's trivial