[PD] GEM: animations
Javier García
tirengarfio at hotmail.com
Sun Apr 15 19:35:50 CEST 2007
Roman Haefeli wrote:
>without being a gem proof at all, i'd export both, the body and the
>propeller, as separate models. it shouldn't be that hard to 'join' them
>again in gem space. since the animation is simply a rotation, this
>should be easy to implement.
maybe the example of the helicopter and the propeller is not the best....
Imagine i have a face with an animation of the mouth on Alias|Wavefront that
i would like to handle in GEM. Thats what i mean.
>From: Roman Haefeli <reduzierer at yahoo.de>
>Reply-To: reduzierer at yahoo.de
>To: pd-list at iem.at
>Subject: Re: [PD] GEM: animations
>Date: Sun, 15 Apr 2007 17:36:28 +0200
>
>(it seems that this message didn't come through.....)
>
>without being a gem proof at all, i'd export both, the body and the
>propeller, as separate models. it shouldn't be that hard to 'join' them
>again in gem space. since the animation is simply a rotation, this
>should be easy to implement.
>
>roman
>
>On Sat, 2007-04-14 at 18:55 -0400, marius schebella wrote:
> > I also would like to know, if that is possible.
> > It could be possible with gl shaders. but I am not sure and would like
> > to hear an answer from chris or iohannes.
> > max for example has a basic morphing feature between two shapes.
> > programs in which you can do realtime model animation on vertex basis
> > (or even higher level?) are as far as I know blender and gameengines
> > like ogre, to which you can talk through osc.
> > marius.
> >
> > Javier GarcÃa wrote:
> > > Hi,
> > >
> > > Im interested in adding 3D models with integrated animations.
> > >
> > > An example: I know is possible loading any .obj model, for example a
> > > helicopter, but if i animate the propellers of the helicopter in
>Wafefront,
> > > could i take not only the helicopter but even the animated propellers
>to GEM
> > > (OpenGL)?
> > >
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