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Author Topic: Animation Export  (Read 3584 times)
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Animation Export
« on: March 03, 2013, 18:24 »

I currently try to redo your psa exporter. So far I found out that I start from an AnimSet object, find all bones from the BioAnimSetData and then "lerp" from keyframe to keyframe. lets say I have 3 frames, so I calc the lerp values from 1 to 2, 2 to 3, but then to what do I lerp frame 3 to?

greetz WV
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Re: Animation Export
« Reply #1 on: March 03, 2013, 18:27 »

That depends on "looping" state of animation playback. When the animation is looped, you should lerp last frame against the first one. When animation is not looped, you'll freeze mesh at the last frame.
When you're exporting animations you shouldn't lerp last frames. You'll always have a last frame for exact export.
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Re: Animation Export
« Reply #2 on: March 03, 2013, 19:58 »

yeah, you were right, as always :p here I just want to share my method (the last sequence will be slerped against first or itself, depending on loop) because directx has functions for this built in:

for (int j = 0; j < inf.NumRawFrames; j++)
                    for (int k = 0; k < inf.TotalBones; k++)
                        Vector3 fromV = seq.CompressedTrackOffsets[k].Trans;
                        Vector3 toV = seqn.CompressedTrackOffsets[k].Trans;
                        Vector4 srotQ = seq.CompressedTrackOffsets[k].Rot;
                        Vector4 erotQ = seqn.CompressedTrackOffsets[k].Rot;
                        Quaternion q1 = Vec4ToQ(srotQ);
                        Quaternion q2 = Vec4ToQ(erotQ);
                        float t = (float)j / (float)(inf.NumRawFrames - 1);
                        Vector3 currV = Vector3.Lerp(fromV, toV, t);
                        Quaternion qc = Quaternion.Slerp(q1, q2, t);
                        PSAFile.PSAAnimKeys key = new PSAFile.PSAAnimKeys();
                        key.location = new PSAFile.PSAPoint(currV);
                        key.rotation = new PSAFile.PSAQuad(QToVec4(qc));
                        key.time = 1;
greetz WV
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