Pancakes Posted July 11, 2010 Share Posted July 11, 2010 Hello guys! Thanks to Aggror's tutorials I can actually do stuff inside the editor!~ (I still haven't gotten over the fact that I can actually use Leadwerks now ) Okay at this point I will begin animating characters pretty soon and before I begin rigging I'd like to know what are the rules of thumb for Leadwerks 2.31? If any of you are animators or have animators on your team it would be very helpful if you could answer the following questions because the only game engine I've used animations in before was Blender Game Engine and as you know in Blender you can simply animate your model and then press the Play Game button and it works. I'm not used to importing animations across multiple file types: 1. I will be using IK solvers to assist me in my animation attempts. How exactly does that work in Leadwerks? Do I need to import the IK (solver) bones or just the bones with weight painting to them? In blender this is handled automatically so I could use a hint. 2. Also, how many bones do you recommend. My character triangle counts will be about 3-5k each. Texture res will probably be multiple 1k maps with the occasional 2k map. So how many bones before performance gets hit hard for a middle of the road performance PC? That's about it for now. Thanks for any help! Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
Pixel Perfect Posted July 11, 2010 Share Posted July 11, 2010 1. I will be using IK solvers to assist me in my animation attempts. How exactly does that work in Leadwerks? Do I need to import the IK (solver) bones or just the bones with weight painting to them? In blender this is handled automatically so I could use a hint. There is no support of IK in Leadwerks so I'd guess there would only be any point in exporting the weighted bones as your animation package should have taken care of the IK bit for you. Also, how many bones do you recommend. My character triangle counts will be about 3-5k each. Texture res will probably be multiple 1k maps with the occasional 2k map. So how many bones before performance gets hit hard for a middle of the road performance PC? Leadwerks supports up to 256 bones now and the skeletal animation is handled by the GPU on the graphics card so shouldn't effect the performance too much. I must admit I've not tried anything with more than about 90 bones myself. Your poly count sounds about right for lower end hardware. Look forward to seeing some of your animated work! Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
TylerH Posted July 11, 2010 Share Posted July 11, 2010 It was either Chris Paulson or Roland, and myself, who implemented a system in C++ for inverse kinematics for Leadwerks. The code has to be around here somewhere... Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Pancakes Posted July 11, 2010 Author Share Posted July 11, 2010 Thanks Pixel! And Tyler I will do a search for that! If that's okay with you. Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
TylerH Posted July 12, 2010 Share Posted July 12, 2010 Here it is: http://leadwerks.com/werkspace/index.php?/blog/19/entry-94-ik-animation/ I attached the Vector3 and Quaternion classes to this post. They are from my somewhat abandoned OpenGL 3.0 engine. synergy.zip Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Chris Paulson Posted July 12, 2010 Share Posted July 12, 2010 Hi, I'm still working away on this sort of stuff in the background. I've not posted anything about it because I've not made lots of progress until recently. I'm hoping if I succeed to put a video together on this in about a months time and I'll release all my code. There should be some nice blended animation and foot placement stuff in it. I've done the blend trees I just need to incorporate it into my overall game system then do the IK foot placement. I've got a blend system that will blend and play:- idle, walk/run, walk left/right, crouch walk/run, crouch left/right all at the same time depending on speed/angle/crouch factor. Quote Link to comment Share on other sites More sharing options...
Chris Paulson Posted July 12, 2010 Share Posted July 12, 2010 Forgot to point out, unless you're a programmer doing anything with inverse IK is going to be out of your reach, but you don't need it if your just using standard LE animation. Quote Link to comment Share on other sites More sharing options...
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