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Author Topic: Animation talk method best?  (Read 3834 times)

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keybone

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Animation talk method best?
« on: April 07, 2010, 08:57:00 AM »

Hi, I have a big doubt about the creation of animations and detail to let the player speak or blink the eyes. By Wintermute is best done through the use  bones or the use of morphing on vertex?

 What is the best way to make a loop or even talked to blink the eyes?

 through soon.
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metamorphium

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Re: Animation talk method best?
« Reply #1 on: April 07, 2010, 09:48:57 AM »

hi. You can't as far as I know use morphing targets at all, so you need to rely on bones usage. You can however use animation channels to split the blinking and talking as two separate animations.

I am just a programmer so some of the gfx guys will help you more though.
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keybone

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Re: Animation talk method best?
« Reply #2 on: April 07, 2010, 12:28:45 PM »

tk for the reply..k use the bones so.  ::rock

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keybone

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Re: Animation talk method best?
« Reply #3 on: April 08, 2010, 09:07:59 AM »

i have new question: i want done 2 separate animation 1° is the walk and 2° si the talk..there are a method for join animation in a only file .x.. i done 2 .max and export the 2 max in .x with panda exporter..now i want use a exeternal program for join the 2 .x in 1 file .x ..

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Mnemonic

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Re: Animation talk method best?
« Reply #4 on: April 10, 2010, 12:07:47 PM »

WME allows you to use animations from multiple .x files for a single actor. See the actor3d definition file documentation.
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keybone

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Re: Animation talk method best?
« Reply #5 on: April 18, 2010, 09:18:29 AM »

WME allows you to use animations from multiple .x files for a single actor. See the actor3d definition file documentation.

tk  ::rock
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