[2.1] Technofreak animantion system updated

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al2950
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[2.1] Technofreak animantion system updated

Post by al2950 »

I have updated the technofreak animation system so it works with Ogre 2.1 and the new skeleton system.

Repo found here;
https://bitbucket.org/ogreaddons/techno ... ch/Ogre2.1

Screenshot of proof!
Technofreak_2.1.jpg
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Re: [2.1] Technofreak animantion system updated

Post by Wolfmanfx »

Nice one :)
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Re: [2.1] Technofreak animantion system updated

Post by spookyboo »

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Thyrion
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Re: [2.1] Technofreak animantion system updated

Post by Thyrion »

hehe, you do not have to change that much to make that system work with ogre 2.1.
There are just 2 small files you need to change. :)

I'm currently rewriting, cleanup this system completly, that it works with my enity component system (flatbuffer data) and the threaded renderer. :cry:

What's left is the knowledge, that a start from new would be the best.

After looking to the pro version of that, i have to recognize the creator vanished from earth and took all the stuff with him (all sites are dead) ... :shock:
http://www.ogre3d.org/forums/viewtopic.php?f=11&t=64515
al2950
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Re: [2.1] Technofreak animantion system updated

Post by al2950 »

Thyrion wrote:hehe, you do not have to change that much to make that system work with ogre 2.1.
There are just 2 small files you need to change. :)
Very true, although the editor require a bit of work!

Also please note this will work for V1 & V2 meshes/skeleton animations as well, not just V2.
Thyrion wrote: I'm currently rewriting, cleanup this system completly
Yeah this system could really do with a bit of an update, but hopefully it will make someones life easier who is trying to transition between from Ogre 1.x. If I get the time I may look into doing this, I think the core system is fairly good. The editor looks good, but has a number of annoyances, and its a bit difficult to get compiled and running.
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Re: [2.1] Technofreak animantion system updated

Post by al2950 »

Also it required some changes to the Ogre core, so make sure you have the latest ogre version :D
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Re: [2.1] Technofreak animantion system updated

Post by duststorm »

This is simply awesome! :)
It's a tool that's been missing from the Ogre animation system that is very useful.
Appears like I missed the original release, but am very excited it works with 2 now :)
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Re: [2.1] Technofreak animantion system updated

Post by frostbyte »

nice i always liked this project- even though it's in c#
spookyboo...you may add this to magus( should be easy enough with your node editor and new 2.1 support )
so we can get rid of the c# dependency thing...( next phase=git rid of the qt dependency thing... )
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and miles to code before i sleep..

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Re: [2.1] Technofreak animantion system updated

Post by Thyrion »

Would this work with Ogre::Item too?
Is someone using Ogre::Item for animation? :)
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Re: [2.1] Technofreak animantion system updated

Post by al2950 »

Thyrion wrote:Would this work with Ogre::Item too?
Is someone using Ogre::Item for animation? :)
Yes & Yes!
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Re: [2.1] Technofreak animantion system updated

Post by Thyrion »

ah.. ups! was in the wrong branch..

good job! exactly what i need now. :) thx!
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Re: [2.1] Technofreak animantion system updated

Post by al2950 »

Just noticed plugins.cfg was not set correctly for release. I have updated my repo and created pull request

Also this project can be a bit of a headache to get up and running, so if anyone has any questions let me know
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