Timeline for How do games programmatically manipulate 3d models?
Current License: CC BY-SA 3.0
24 events
when toggle format | what | by | license | comment | |
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Jan 8, 2017 at 3:49 | review | Close votes | |||
Jan 10, 2017 at 3:02 | |||||
S Jan 8, 2017 at 3:46 | history | bounty ended | Vaillancourt♦ | ||
S Jan 8, 2017 at 3:46 | history | notice removed | Vaillancourt♦ | ||
Jan 5, 2017 at 19:19 | vote | accept | Praxeolitic | ||
Jan 5, 2017 at 10:54 | comment | added | Bálint | Could you mark one of the answers as correct | |
Jan 4, 2017 at 19:50 | history | tweeted | twitter.com/StackGameDev/status/816733627618824192 | ||
Jan 4, 2017 at 15:36 | comment | added | Krythic | Most animation engines are actually still frame-based. Consider an animation a set of poses, each static. But when played together they form a fluid animation. | |
Jan 4, 2017 at 14:42 | answer | added | Bálint | timeline score: 12 | |
Jan 4, 2017 at 13:40 | answer | added | Brian H. | timeline score: 7 | |
S Jan 4, 2017 at 13:13 | history | bounty started | Vaillancourt♦ | ||
S Jan 4, 2017 at 13:13 | history | notice added | Vaillancourt♦ | Canonical answer required | |
Jan 2, 2017 at 12:47 | comment | added | rlam12 | That specific movement might be controlled by code, mainly to limit the movement to certain degrees. Still, the movement will most of the time be represented by several bones, to which the vertices are attached, by the artist. So the programer just need to move one single variable and everything moves. | |
Jan 2, 2017 at 3:48 | comment | added | DMGregory♦ | This is where animation layering and blending come in. Check out this talk about animation in Uncharted for a good overview of the ways multiple animations & inverse kinematics can be combined. There are games that do their animation purely procedurally, like Overgrowth, but having animation created by an animator or captured from a performer are more commonplace. | |
Jan 2, 2017 at 3:36 | comment | added | Praxeolitic | @rlam12 What about something like a multiplayer FPS where another player's character model can turn it's head and arms up and down and it can rotate at the waist as the controlling player aims? Waist turning is simple but turning the head and arms requires "squishiness". | |
Jan 2, 2017 at 3:30 | comment | added | Vaillancourt♦ | There, a +1 to compensate for the -1. This is a decent question. | |
Jan 2, 2017 at 3:28 | comment | added | rlam12 | You pretty much got it. While you can of course do everything in code, a civil war would form inside the game studio. | |
Jan 2, 2017 at 3:20 | review | Close votes | |||
Jan 4, 2017 at 13:15 | |||||
Jan 2, 2017 at 3:16 | comment | added | Praxeolitic | @rlam12 So there's typically a fixed set of animations? That is, program logic would grab the running animation rather than lifting the left leg of the model, then the right, etc? | |
Jan 2, 2017 at 3:11 | comment | added | Praxeolitic | @Gnemlock Sorry for being confusing, I meant to say that I'm a programmer who does not program games. There's always an infinite number of ways to solve any problem but let's put it this way: if you were a programmer and not an artist, what would you likely put on your resume to tell others that you know how to programmatically manipulate 3d models generated by an artist? | |
Jan 2, 2017 at 3:10 | comment | added | Gnemlock | To answer this, we would also have to go into broader programming,because as a non-programmer, there is certainly going to be elements you do not understand. That is why we would tell you to learn basic programming, if you were to ask how to do it. Your acrual question asks how Games do it; what games? All of them? This particular element always seems to have questions closed.. | |
Jan 2, 2017 at 3:09 | comment | added | rlam12 | By reading vertices movement information from an animation file of some sorts. No black magic involved. The programmer most of the times does not code the movement but a function to read the movement already designed from a file. And some fancy code to interpolate between animation to provide smooth movement. Cannot write a definitive answer because many variations on the method exist. | |
Jan 2, 2017 at 3:03 | comment | added | Praxeolitic | What's wrong with basic questions? I'm asking as a non-game programmer who just wonders how such a thing is done. I don't already know the answer so I don't definitively know if it's too broad or not but it seems like a well defined and answerable question. Basically, how are models, e.g. of characters, programmatically reasoned about without manually moving around vertices? | |
Jan 2, 2017 at 3:00 | comment | added | Gnemlock | This seems like a "getting started" question, and it shows no research effort. It might also be to broad, if you take into account the fact that different game developers would do it differently. | |
Jan 2, 2017 at 2:58 | history | asked | Praxeolitic | CC BY-SA 3.0 |