Posted: Fri May 23, 2008 1:46 pm
1. Rather than 'automatic rigging', at first and only if need, 'automatic fitting' would be enough, which means if a skeleton has exaclty the skelton that MOCAP animation uses, but with different names, user can provide a 'mapping' file that help MOCAP apply animation on correct bone.
But that can be left for later, just 'planned by design' could be enough.
'AutoRig' is still an option, but only once everything else done.
2 ogrecollada is just another format. as BVH/AMF are 'industry standard', and converter from one to another already exists, only supporting one fomat is enough.
As a second step, with some control parameters do the downsample, smoothness, acceptable error level, and any other stuff.
Those methods of 'downsampling, keyframing, optimising, etc..' could be methods of Ogre::VertexAnimation like existing one 'Ogre::AnimationTrack::optimise()' already does.
That way it could benefits all other form of vertex animation.
But that can be left for later, just 'planned by design' could be enough.
'AutoRig' is still an option, but only once everything else done.
2 ogrecollada is just another format. as BVH/AMF are 'industry standard', and converter from one to another already exists, only supporting one fomat is enough.
Could rather be 'added', or in another skeleton.only animation in .skeleton is replaced
I would first import it totally without downsample or any form of simplification. One Frame of mocap => one Keyframe.downsample ...keyframing the original animation.
As a second step, with some control parameters do the downsample, smoothness, acceptable error level, and any other stuff.
Those methods of 'downsampling, keyframing, optimising, etc..' could be methods of Ogre::VertexAnimation like existing one 'Ogre::AnimationTrack::optimise()' already does.
That way it could benefits all other form of vertex animation.