Hey all. More animation questions!
I've already discussed altering animations through weighted blending, but I'm not sure if that's enough, really.
My next question is whether or not the exported animation files are editable such that I can alter or tweak joint rotation parameters on the fly. Is this possible? I didn't see anything in Ogre3D API that even came close to really altering any current animation tracks produced by 3ds Biped.
Perhaps someone could post an example .skeleton file I could peruse to see if it has decipherable data for animation. Thanks!
.skeleton file structure
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- Gremlin
- Posts: 167
- Joined: Sun Sep 26, 2004 11:50 pm
- Location: Arkansas
Well there are lots of examples of .skeleton files in the OGRE distribution. But you wouldn't be able to easily read a .skeleton file since it's binary. You might rather look at a .skeleton.xml file. Here is a basic one:
Code: Select all
<skeleton>
<bones>
<bone id="0" name="root" >
<position x="-8.59818" y="-0.523501" z="0.0523501" />
<rotation angle="0.0996687" >
<axis x="-1" y="0" z="0" />
</rotation>
</bone>
<bone id="1" name="bone" >
<position x="0" y="0" z="0" />
<rotation angle="1.53269" >
<axis x="-0.000838562" y="-0.098622" z="0.995125" />
</rotation>
</bone>
</bones>
<bonehierarchy>
<boneparent bone="bone" parent="root" />
</bonehierarchy>
<animations>
<animation name="Default_Animation" length="3.33667">
<tracks>
<track bone="bone">
<keyframes>
<keyframe time="0.0333667">
<translate x="0" y="0" z="0" />
<rotate angle="1.51577">
<axis x="0.001692" y="0.0994893" z="-0.995037" />
</rotate>
<scale x="1" y="1" z="1" />
</keyframe>
<keyframe time="3.33667">
<translate x="0" y="0" z="0" />
<rotate angle="0">
<axis x="1" y="0" z="0" />
</rotate>
<scale x="1" y="1" z="1" />
</keyframe>
</keyframes>
</track>
</tracks>
</animation>
</animations>
</skeleton>