Maintenance Skeletal Mesh Support

Immortius

Lead Software Architect
Contributor
Architecture
GUI
Skaldarnar edit: Added related topic


Name: Skeletal Mesh Support
Summary: Initial, basic support for skeletal mesh and animation
Scope: Engine
Current Goal: -=Done=-
Phase: Maintenance
Curator: Immortius
Related: Skeletal Animation System (closed)

Plan to support the following:
  • [Done] Skeletal Mesh asset
  • [Done] MD5 format mesh file import (as used in Doom 3)
  • [Done] Normal calculation for Skeletal Mesh
  • [Done] Skeletal Anim asset
  • [Done] MD5 format animation file import
  • [Done] Skeletal Mesh Component to drive rendering and animation
  • [Done] Skeletal Renderer system to render skeletal meshes
  • [Done] CPU skinning
  • [Done] Bones represented as a tree of entities, to allow attachment to bones and manual manipulation
  • [Done] Simple animation (one animation at a time, on all bones)
  • [Done] Animation related events (AnimStartEvent, AnimEndEvent)
Running specific animations on different sets of bones, tweening animations, or manually controlling specific bones during animation are out of scope for this arc.
 

basilix

Member
Contributor
Art
I think with this and the fight system ahead there can be some single player adventure maps made soon :)
PS:What is wrong with the guard at left side xD
 

Immortius

Lead Software Architect
Contributor
Architecture
GUI
You honestly don't want to see my test maps. They're filled with the grotesque corpses of a hundred mutilated skeletons.

That particular one is left over from when I was testing bone manipulation - forcing the guards to look at the player.
 

Immortius

Lead Software Architect
Contributor
Architecture
GUI
All done now, it is now possible to spawn a galloping pony with the
Code:
/spawnPrefab "testmod:pony"
command
 

Cervator

Org Co-Founder & Project Lead
Contributor
Design
Logistics
SpecOps
Had a chance to test it - nice :D

Are they just being spawned with a random heading at the moment? I don't seem to be able to catch a relation between the direction I look in + the heading of the spawned pony :)

Next step I figure might be allowing the model to connect with the floor in a natural fashion while aligned right?

Posted the build to FB :)
 

Immortius

Lead Software Architect
Contributor
Architecture
GUI
They should be pointed at the player, but there's a bug in there, will fix.

Having the model connect to the floor properly is a collision/ai setup issue, out of scope for this incubator.
 

Immortius

Lead Software Architect
Contributor
Architecture
GUI
I don't see why not, as long as it supports separate skeleton and animation files (which I would guess it does).
 

Cervator

Org Co-Founder & Project Lead
Contributor
Design
Logistics
SpecOps
Yes and quite neatly so. Cool that you are willing to implement it!
Hehe, there's a difference between design compatibility and implementation willingness! Many things to do, little time to do so :D

Are you up for playing with a sample implementation yourself? :)
 

poVoq

New Member
I am sadly not much of a programmer... my skills are in the art department.
I was told though that implementing IQM support is quite strait forward and "easy" to do. So I hope for the best ;)
 
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