
http://www.leadwerks.com/animdemo.zip (715 kb)
-Up arrow moves
-Hold shift to walk
-Left arrow strafes
-Mouse looks around
I tried assigning the DarkMatter SWAT mesh onto my animated skeletons. The results are VERY promising. I think we are very close to having the character animation issue solved once and for all.
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How it works
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The program goes through the hierarchy of the SWAT model and looking for corresponding limbs in the biped model with the same name. If a match is found, the SWAT model limb is rotated the same as the biped limb, relative to the parent. If no match is found, nothing is done, so it's okay to have extra limbs in either models. The hierarchies don't have to match exactly.
The program looks for vertices on adjacent limbs of the SWAT model that are close enough together to lock, and it holds them together. This is most evident in the nice deformation of the torso, especially when he is looking around and breathing.
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Problems with this demo
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The SWAT model is a segmented model, so there is a lot of ugly joints. If I had started with a single-piece mesh and separated the pieces out, mode vertex locks would be created, and the mesh would deform much more nicely.
I also noticed that the shoulders shouldn't pitch up and down as much as the do, because it looks bad on the torso, but that can be fixed easily.
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What to do now
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I think what we need to do now is segment a single-piece mesh into the pieces corresponding with this skeleton. This would solve the ugly joint problems and look even better. Any modelers want to work with me on this?